Mipmaps reduce aliasing and bandwidth by sampling pre‑filtered versions of a texture. LOD is simply “which mip do we use right now?”.
In this sample the key idea is: we want stable, good-looking texture sampling while assets are streaming in, without turning texture management into a giant subsystem.
Use mipmapped textures when available (KTX2 transcodes can include mips).
For raw RGBA uploads, we cap auto‑generated mips to a small number to avoid large VRAM spikes.
Enable sampler anisotropy with a UI slider so you can see the trade‑offs quickly.
Sampler creation and anisotropy slider:
renderer_resources.cpp (sampler creation helpers)
ImGui panel in renderer_rendering.cpp
Upload path (staging → device image, then transition to SHADER_READ_ONLY_OPTIMAL):
renderer_resources.cpp
resource_manager.cpp / scene_loading.cpp (higher-level streaming/control flow)
Prefer compressed formats (BC/ASTC/ETC) with mips for big scenes.
Clamp the max anisotropy to what your device supports.
If you want to take this farther:
Add a per-material “mip bias” control (great for stylized looks and debugging shimmering).
Add texture streaming by mip level (load low mips first, then refine).
Add a small “texture residency” overlay (counts of textures by mip availability).
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