(01-10-2015, 09:19 PM)Bighead Wrote: Great work as always Echoes! I remember you saying you started on this and this is the first I'm seeing it so thought I'd drop by and give my thumbs up.
(01-10-2015, 02:53 PM)General_Han_Solo Wrote: Also, what does the extra copies (with the added _mip extension) do?
(01-10-2015, 03:48 PM)Echoes Wrote: Mipmaps are used for distant textures. Basically, they ensure that the game looks smooth and have depth by using lower resolution textures for distant objects/textures. It also greatly minimizes a horrible jittering that occurs when you have them off (without them, far away textures would be getting rendered at the same static resolution). The best way to explain this would be to see it for yourself, I guess. Remove the mips from the folder and then play the game. You will notice it the instant any movement occurs. I don't think we need 10 mipmaps for every texture, I was just playing it safe there. 6-8 should be enough.
Regarding mipmaps, you want as many as Dolphin used + more depending on the texture's resolution. So, it's not too much of a stretch to possibly need up to 10 of them depending on the texture resolution. Although Dolphin does not dump mipmaps at the proper resolution (it matches the original texture), you can assume by the number of them the minimum dimension should be 8 on either axis (8x8, 8x16, 16x8, 8x32, 32x8, etc). Failing to do so will use the smallest mipmap you have available where it should be using something smaller. This might not be noticeable on texture objects (like a tree or a bush), but a long stretch of ground might show some oddities, like these examples: NoMips - Mips
Throwing it out there again, I made a batch script to generate mipmaps using ImageMagick: https://forums.dolphin-emu.org/Thread-hd...#pid350078
Thanks! This is going to be quite useful. What I've noticed about the Death Star texture is the fact that there are 6 mipmaps, but they are all the same size and quality as the original. Is there a reason for this? So, with my custom Death Star texture, I simply named each mipmap (same resolution and compression as the original master texture) as _mip1, _mip2, etc.
What I've also noticed is that the game seems to run really smooth, in fact smoother, than with the original textures. Maybe that is placebo, I don't know. There is a very nice motion blur associated with the textures, and the texture I've implemented really fits in well with the in-game motion blur.
I will upload a 60fps youtube video showing what it looks like so far.