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Link to Importing images' Mipmaps section in Multiple resolutions

Hugo Locurcio 1 年之前
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共有 2 个文件被更改,包括 5 次插入2 次删除
  1. 2 0
      tutorials/assets_pipeline/importing_images.rst
  2. 3 2
      tutorials/rendering/multiple_resolutions.rst

+ 2 - 0
tutorials/assets_pipeline/importing_images.rst

@@ -344,6 +344,8 @@ with the RG color format to reduce memory usage, with only the red and green
 channels preserved. This only has an effect on textures with the **VRAM Compressed**
 channels preserved. This only has an effect on textures with the **VRAM Compressed**
 or **Basis Universal** compression modes.
 or **Basis Universal** compression modes.
 
 
+.. _doc_importing_images_mipmaps:
+
 Mipmaps > Generate
 Mipmaps > Generate
 ^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^
 
 

+ 3 - 2
tutorials/rendering/multiple_resolutions.rst

@@ -434,8 +434,9 @@ Reducing aliasing on downsampling
 If the game has a very high base resolution (e.g. 3840×2160), aliasing might
 If the game has a very high base resolution (e.g. 3840×2160), aliasing might
 appear when downsampling to something considerably lower like 1280×720.
 appear when downsampling to something considerably lower like 1280×720.
 
 
-To resolve this, you can enable mipmaps on all your 2D textures. However, enabling mipmaps
-will increase memory usage which may be problematic on low-end mobile devices.
+To resolve this, you can :ref:`enable mipmaps <doc_importing_images_mipmaps>` on
+all your 2D textures. However, enabling mipmaps will increase memory usage which
+can be an issue on low-end mobile devices.
 
 
 Handling aspect ratios
 Handling aspect ratios
 ----------------------
 ----------------------