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Generate better mipmaps for SVG textures #323

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tim-we opened this issue Nov 14, 2022 · 1 comment
Open

Generate better mipmaps for SVG textures #323

tim-we opened this issue Nov 14, 2022 · 1 comment
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Client webgl Involves WebGL or shader code

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@tim-we
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tim-we commented Nov 14, 2022

Currently we just render the SVG at a fixed resolution (128x128 or 256x256) and then use gl.generateMipmap(gl.TEXTURE_2D) to generate mipmaps. This does not utilize vector information though leading to visible artifacts at the edges when repeating the texture. Perhaps this could be improved by generating the different levels of detail ourselves. The SVG file should be loaded just once and then rendered at different resolutions.

@tim-we tim-we added Client webgl Involves WebGL or shader code labels Nov 14, 2022
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tim-we commented Feb 13, 2024

Is this still required after #512 ?

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Labels
Client webgl Involves WebGL or shader code
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