I could imagine it being difficult to combine mip-mapping with the megatexture thingy.. am I the only one who noticed this?
Edit:
To those who don't know, the texture shimmering 'effect' appears whenever a 3D application tries to render a texture with more texture-pixels than there are screen-pixels to display it on your monitor. To prevent it, a method called "mip-mapping" is used to save the same texture but with half the size and will use the appropriate mip-level to draw the texture. Eg. if the source texture is 1024x1024 pixels, that will be "mip level 0". mip level 1 will then be 512x512, and mip level 2 will be 256x256....
It solves the shimmering, but then it's possible that the mip level chosen has less texture pixel data compared to the amount of pixels it's drawn into, and will then look blurry. This is where anisotropic filtering comes in...
It solves the shimmering, but then it's possible that the mip level chosen has less texture pixel data compared to the amount of pixels it's drawn into, and will then look blurry. This is where anisotropic filtering comes in...
I also beleive I remember John Carmack say that MegaTexturing prohibited them from using anisotropic filtering, during QuakeCon 2011 (I only saw it on YouTube though, I weren't there).
