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MipMap
The MipMap node specifies a set of texture nodes containing low- and high-resolution versions of the same texture to be used for texturing geometry.


EXTERNPROTO MipMap [
  exposedField  MFNode  levels
]
[ 
  "urn:inet:parallelgraphics.com:cortona:MipMap" 
  "http://www.parallelgraphics.com/vrml/proto/Cortona/extensions.wrl#MipMap"
]

Fields and events
 
levels  Contains a set of texture nodes (ImageTexture, PixelTexture, or MovieTexture), which specify different mip-map levels for an original texture. The original (most detailed) texture should be referenced in the first position of the levels field (level zero mip-map). Every next texture referenced by this field should have dimension (by each of the sizes) two times less than the previous texture and have the same format. Otherwise, the next texture is stretched to the required size and converted to the required format. If any of the levels is missing, it is generated automatically.

The use of mip-maped textures of different levels reduces the jagged effect (this effect is observed when the scene contains acutely angled polygons that disappear into the distance). In most cases, it is recommended to use automatic mip-mapping that can be enabled through the Use textures mip-mapping renderer option in Cortona. If automatic mip-mapping does not give the desired effect, the MipMap node should be used.


MipMap example
[view]


scene size: 1.1KB, resources size: 58KB
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Last updated: Sun, 12 Feb 2012
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