3 ms·
You should probably use mipmaps to avoid aliasing when rendering from far away. I guess you'll have to compute the LOD by hand since neighbor fragments are not
by obl 8y ago
You should probably use mipmaps to avoid aliasing when rendering from far away.
I guess you'll have to compute the LOD by hand since neighbor fragments are not necessarily performing the same texture fetches.
- berkut 8y agoThat works fine as long as there's no physically-based emission (say based off temperature or heat blackbody). Averaging (filtering) temperature values will give you slightly incorrect results at the edges. For WebGL stuff, that's probably not a problem, but it shows up in production offline rendering and needs to be dealt with differently.