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Changing image resolution for mipmapping


J. K. Sleepling
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Hi there,

I'm working on an app showing user uploaded maps (bitmaps). These maps can be of any resolution and often they are very large. Now down-scaling these images they become ugly and crunched, so I need to use mipmapping (Working in WebGL).

I know mipmapping only works with "powered by two" resolutions, but is there any way I can resample my odd-sized maps, to fit into a "pb2" resolutioned baseTexture, and still know the original specs. Or how would you work around it?

Thanks

 

 

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First idea - put it on pow2 canvas and use "Texture.fromCanvas", then create texture regions (new PIXI.Texture(myBaseTexture, myFrame)) out of it.

Second - do it automatically, when you upload the texture. That's not easy way, it requires understanding of TextureManager hacks.

The part that corresponds to your mipmapping issue is the same: texture uploader. Its possible. Its not available at high-level API yet. It exists in a plugin that makes atlases out of things.

However, maybe you just have to use this plugin: https://github.com/gameofbombs/pixi-super-atlas/ . I'm sorry, there are no examples except https://github.com/gameofbombs/pixi-super-atlas/blob/master/test/checkpack.ts . It also has "addTexture" method , but you have to look at sources anyway, dont assume that its magic that works for everyone, its a bleeding edge plugin.

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