Firingsquad heeft een nieuw deel gepost in hun 3D Guide. Dit keer gaat het over onderwerpen zoals Texture Filtering, Shading en Lighting. Hier heb je een stuk over Mip Mapping (ook weer zo'n leuke vaak gebruikte term waarvan niemand weet wat het betekent):
How do we fix depth aliasing artifacts? Simple, we use mip mapping. Mip mapping is the practice of using several different sizes of the same texture to represent the texture on screen at different distances. A large MIP map would be used on a nearby object, and progressively smaller mipmaps would be used as the object gets farther away. The different sized mipmaps are all pre-filtered so the quality of the smaller mipmaps will be better than those created by bilinear filtering on the fly.
In addition to depth aliasing artifacts, MIP mapping also solves another problem. The images used in texturing always remain the same size no matter where they are on the screen. The same texture can't be used to create depth, because the image won't shrink as it gets farther away. A wall with a brick texture looks awfully conspicuous when the bricks don't get any smaller as the wall trails off into the distance. MIP mapping overcomes this problem by providing the smaller MIP maps needed to create illusions of distance