graphics - How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality? - Game Development Stack Exchange
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To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and
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graphics - How do mipmapping, anti-aliasing and anisotropic
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Direct3D 11.3 Functional Specification
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