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@@ -306,7 +306,7 @@ less memory than a PNG in WebGL. See above.
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Let's apply this 16x16 texture
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-<div class="threejs_center"><img src="resources/images/mip-low-res-enlarged.png" class="border" align="center"></div>
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+<div class="threejs_center"><img src="resources/images/mip-low-res-enlarged.png" class="nobg" align="center"></div>
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To a cube
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@@ -334,7 +334,7 @@ mip where the pixels have been blended to make the next smaller mip. Mips are cr
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until we get all the way to a 1x1 pixel mip. For the image above all of the mips would
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end up being something like this
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-<div class="threejs_center"><img src="resources/images/mipmap-low-res-enlarged.png" align="center"></div>
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+<div class="threejs_center"><img src="resources/images/mipmap-low-res-enlarged.png" class="nobg" align="center"></div>
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Now, when the cube is drawn so small that it's only 1 or 2 pixels large the GPU can choose
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to use just the smallest or next to smallest mip level to decide what color to make the
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