Mip-Map Level Selection

This is a discussion on Mip-Map Level Selection within the Game Programming forums, part of the General Programming Boards category; I know OpenGL and DirectX have built-in functionality to create and utilize Mip-Maps for texturing. Does anyone have any information ...

  1. #1
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    Mip-Map Level Selection

    I know OpenGL and DirectX have built-in functionality to create and utilize Mip-Maps for texturing. Does anyone have any information on how Mip-Maps determine which level to utilize? So as the image gets further away from the camera in the world it switches to a smaller version of the texture. What algorithm does it use to know when to switch up or down in size.

    I have searched Google and Google scholar for information but with no luck. I found a paper titled "MIP-Map Level Selection for Texture Mapping" although it seems to spend most of the time discussing minification and filtering methods not selection of texture. I may have all the information I need right in front of me but lack the knowledge to understand and implement.

    If someone could please point me in the right direction. Thank you.

  2. #2
    Crazy Fool Perspective's Avatar
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    I would image it computes the number of pixels the texture will occupy and choses the closest resolution it has.

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