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Travel, Americas, Special Report
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Perspective correction makes the texture map resize at the same rate as the object that it is mapped on. Trilinear mip mapping is a cool process. In this form of texture mapping, three sizes of each texture map are made, a large, a medium and a small version. In essence, it replaces the appearance of an object with a more detailed image as you move closer to the object in the game. The system calculates the distance from your viewpoint to an object in the game. The system loads the texture maps for the object. Our three maps will be 64x64 (large), 32x32 (medium), and 8x8 (small). The system determines the exact size that the image map needs to be -- let's say 16x16 for our example here. Based on the size, it decides which two texture maps to use. For our example, it might choose the medium and small texture maps. It then interpolates (averages) between the two texture maps, creating a custom texture map that is 16x16, which it then applies to the object.




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