我有插值的基本知識:這是一種方法來估計一個給定位置的值取決於它的周圍。因此,根據給定的位置P,最近鄰居內插選擇網格中最近的鄰居並複製其值(s)。給定兩個網格點之間的P,線性插值是網格點的兩個值的(線性)混合。如果P在半位置上正確,則從第一個值開始0.5,並且第二個值的0.5被加總到結果值。對於二維來說,這稱爲雙線性插值和三維三線插值。什麼是OpenGL中的Mipmapping?
所以我知道Min Mag濾波器是用來爲例如OpenGL紋理。例如。此頁http://gregs-blog.com/2008/01/17/opengl-texture-filter-parameters-explained/下表中給出的:
Filter Combination | Bilinear | Bilinear | Mipmapping
(MAG_FILTER/MIN_FILTER) | (Near) | (FAR) |
---------------------------------------+----------+----------+------------
GL_NEAREST/GL_NEAREST_MIPMAP_NEAREST | Off | Off | Standard
GL_NEAREST/GL_LINEAR_MIPMAP_NEAREST | Off | On | Standard
GL_NEAREST/GL_NEAREST_MIPMAP_LINEAR | Off | Off | Trilinear filtering
GL_NEAREST/GL_LINEAR_MIPMAP_LINEAR | Off | On | Trilinear filtering
GL_NEAREST/GL_NEAREST | Off | Off | None
GL_NEAREST/GL_LINEAR | Off | On | None
GL_LINEAR/GL_NEAREST_MIPMAP_NEAREST | On | Off | Standard
GL_LINEAR/GL_LINEAR_MIPMAP_NEAREST | On | On | Standard
GL_LINEAR/GL_NEAREST_MIPMAP_LINEAR | On | Off | Trilinear filtering
GL_LINEAR/GL_LINEAR_MIPMAP_LINEAR | On | On | Trilinear filtering
GL_LINEAR/GL_NEAREST | On | Off | None
GL_LINEAR/GL_LINEAR | On | On | None
在同一頁解釋說,MIN濾波器爲對象,比紋理(遠處的物體)和馬格過濾更小,比紋理大對象(近對象)。我雖然給定了3D紋理,但是如果GL_LINEAR被設置爲兩個濾鏡,插值方法應該始終是三線性的。