graphics - How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality? - Game Development Stack Exchange
Por um escritor misterioso
Last updated 01 março 2025
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To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and
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java - libGDX antialiasing on desktop seems uneffective - Stack
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Unity 2017 Game Optimizations (Chris Dickinson 著) - void87 - 博客园
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Heuristic based real-time hybrid rendering with the use of
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Pronounced /ˈʃɪ.vəʊ.æ/
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Heuristic based real-time hybrid rendering with the use of
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Performance Guidelines for Mobile Devices in Unreal Engine
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GTC 2012: GPU-Accelerated Path Rendering
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Direct3D 11.3 Functional Specification
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Unity 2017 Game Optimizations (Chris Dickinson 著) - void87 - 博客园
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Unreal Engine 5.1 Release Notes Unreal Engine 5.1 Documentation
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Mipmapping, anisotropic filtering and FSAA : r/Minecraft
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Heuristic based real-time hybrid rendering with the use of
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