Using mipmaps
Use mipmaps to create a set of downscaled sub-levels from a large texture. Mipmaps double the GPU memory use, but improve the peformance when full texture does not have to be sampled (for example, when a texture is far and covers only a few pixels).
For example, a 256 by 256 pixels texture has mipmap levels reducing the texture to 128 by 128, 64 by 64, and so on until 1 by 1 pixel. The performance improves because the GPU can more efficiently cache smaller texture data, instead of caching texture tiles of large textures more frequently.
Creating mipmaps for a texture
To create mipmaps for a texture:
- In the Library select Resource Files > Images, and select the image for which you want to create mipmaps.
- In the Properties enable the Generate Mipmaps property.
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In the Library right-click the image for which you want to create mipmaps and select Preprocess images.
Kanzi Studio generates mipmaps for the image you selected.
Preprocess the images for which you want to generate mipmaps, because otherwise Kanzi Engine has to create the mipmaps when loading your application, which increases the loading of application. Furthermore Kanzi Engine cannot generate mipmaps for ETC compressed images.
See also
Adjusting the data size
Loading resources in parallel
Compressing textures
Filtering textures
Measuring the performance of your Kanzi application
Images and textures best practices
Best practices
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