Runtime mipmap generation #18037
Labels
A-Assets
Load files from disk to use for things like images, models, and sounds
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
X-Blessed
Has a large architectural impact or tradeoffs, but the design has been endorsed by decision makers
What problem does this solve or what need does it fill?
Textures show aliasing artifacts if they are not accompanied with mipmaps when shown at smaller sizes than their original resolution, which is particularly noticeable in 3D.
Currently, Bevy "technically" supports generating mipmaps at runtime using the asset processor but it comes with some drawbacks:
basis-universal
feature and output to the ktx2 format.What solution would you like?
I think that most of these issues were planned to be solved by improvements to asset processing but it would require a nontrivial amount of work to get there. In the meantime, perhaps automatically generating mipmaps would supplement these issues?
What alternative(s) have you considered?
Additional context
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