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Author Topic: Any reason to enable mip maps?  (Read 6028 times)

steverock

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Any reason to enable mip maps?
« on: June 02, 2013, 11:26:55 pm »
I've noticed that sometimes when I do a web-build, my sprites will end up looking compressed. I tracked the issue down to mip maps. I guess for web builds, Unity will use mip maps more aggressively, so if I have some objects that are far away in Z (even though my cam is ortho), it will use lower-res mip levels. The solution is simple: go into the tk2D atlas texture settings, switch the Texture Type to Advanced, then uncheck "Generate Mip Maps". I was wondering: Could this be unchecked by default? I imagine if you want pixel-perfect sprites, you will never want mip mapping. And, it's nice to use whatever Z values you want to depth-order things. Thoughts?

unikronsoftware

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Re: Any reason to enable mip maps?
« Reply #1 on: June 02, 2013, 11:35:44 pm »
Not sure what version of 2D Toolkit you're running but mipmaps have been disabled in the past few versions of tk2d. Mipmaps are useful when you need to scale your sprites a lot. You can also disable mipmaps in the sprite collection settings page, instead of having to change the settings on the atlas textures.

Also, make sure this is disabled:
http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,612.0.html

steverock

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Re: Any reason to enable mip maps?
« Reply #2 on: June 02, 2013, 11:38:45 pm »
Ah I just updated, and I see the "mip maps" checkbox now. Sweet!