Since my voxel world has a huge triangle count I was wondering, what is the state of atlas support in irrlicht, in particular to mipmappig, is irrlicht's mipmapping code somewhat aware that texture atlases are a thing? (if they aren't then I'm in for quite a headache trying to shoehorn that in so I can use the 4tap algorithm, which is more or less required to use greedy meshing with a texture atlas without weird mipmapping artifacts).
somewhat unrelated, does irrlicht have built in support for anisotropic filtering or would I have to hack that in myself as well? (I'm already going to have to hack in antialiasing, given that irrlicht probably doesn't support DLAA or TAA... I might be able to do that through shaders though)
Irrlicht and texture atlas support
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Irrlicht and texture atlas support
"this is not the bottleneck you are looking for"
Re: Irrlicht and texture atlas support
Filtering is a material option. Not sure what exactly you mean by texture atlas. There are uv-coordinates obviously. And if you have several textures together you have to be careful to avoid bleeding betweem then (so yes - you can get mipmapping artifacts).
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Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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Re: Irrlicht and texture atlas support
right, so the texturing support wasn't specifically designed to be aware of atlases, ah well I'll just have to manually create the mipmaps then.
"this is not the bottleneck you are looking for"