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mipmapped

Mipmapped describes textures that include a mipmap chain, a series of prefiltered, progressively smaller versions of the original image. A mipmapped texture contains multiple levels: level 0 at full resolution, and subsequent levels downsampled by roughly a factor of two in each dimension, typically down to 1x1. During rendering, the graphics pipeline selects the appropriate level based on the projected size of the texture on screen, allowing sampling from a smaller, better-matched image when the texture appears distant or small.

The use of mipmaps improves both visual quality and performance. By sampling from a level that corresponds

Mipmapped textures are commonly used with filtering methods such as bilinear, trilinear, and anisotropic filtering. Nearest-neighbor

In modern graphics, mipmapping is a standard feature supported by virtually all GPUs and graphics APIs. Textures

to
the
texel
footprint,
aliasing
is
reduced
and
memory
bandwidth
and
cache
usage
are
more
efficient.
This
level
selection
is
usually
performed
automatically
by
the
texture
sampler,
which
may
also
use
filtering
to
blend
between
adjacent
mipmap
levels
for
smoother
results.
sampling
on
a
full-resolution
texture
can
lead
to
heavy
aliasing,
while
mipmaps
help
maintain
detail
without
excessive
shimmering.
The
main
drawbacks
are
the
additional
memory
required
to
store
all
mipmap
levels
and
the
preprocessing
or
generation
time
needed
to
create
the
levels,
which
can
be
done
offline
or
at
texture
load
time.
that
are
designed
or
stored
with
mipmaps
are
described
as
mipmapped,
and
samplers
are
often
configured
to
take
advantage
of
the
mipmap
chain
to
achieve
improved
image
quality
and
rendering
efficiency.