By applying texture filtering you can improve the image quality in 3D scenes with slight decrease in performance. The baseline point sampling requires storing the whole texture data into memory, whereas when you use mipmapping (or any of the filtering options), when the texture area is small, you can use a smaller sized version of the texture. See Using mipmaps.
Select the texture filtering option that best reflects the requirements of your application.
To use texture filtering:
Note that some texture formats are available with OpenGL ES versions higher than 2.0. To set the OpenGL ES version, in the main menu select Properties set the Target Graphics API property.
For example, set the Target Graphics API property to OpenGL ES 3 HDR and floating point images in .dds format and set the color format of textures. See Using OpenGL ES 3.0 in Kanzi.
Magnification Filter Minification Filter | Mipmap Mode | ||
---|---|---|---|
Base mipmap | Nearest mipmap | Linear mipmap | |
Nearest sample | Number of samples: 1 Uses the nearest pixel in the texture. This combination is equal to point sample. It returns the crudest result of all combinations and can cause aliasing when minified. Use this combination to get a very sharp result when magnifying the texture. | Number of samples: 1 Helps texture caching and helps reduce aliasing. However, it can produce a sharp transition when the texture is used on a flat surface. Use this combination when you want good performance and cannot afford better quality on your target platform. This combination is usually the fastest. | Number of samples: 2 Takes one sample from two mipmap levels and interpolates between those samples. Use this combination for special effects. For example, to implement the rim light effect. |
Linear sample | Number of samples: 4 Interpolates between four nearest pixels in the texture. Use this combination to magnify gradients. However, do not use it for minification. | Number of samples: 4 Takes two samples from two mipmap levels and interpolates between these samples. Use this combination as the starting point. This combination is usually the best compromise between quality and performance. If you know there is no minification, you can set Mipmap Mode to Base. | Number of samples: 8 Takes four samples from two mipmap levels and interpolates between these samples. Use this combination when you want the best quality and your platform is powerful enough to effortlessly render the result. This combination has the largest negative impact on performance. |
Troubleshooting the performance of your application