<P> If the texture has a basic size of 256 by 256 pixels, then the associated mipmap set may contain a series of 8 images, each one - fourth the total area of the previous one: 128 × 128 pixels, 64 × 64, 32 × 32, 16 × 16, 8 × 8, 4 × 4, 2 × 2, 1 × 1 (a single pixel). If, for example, a scene is rendering this texture in a space of 40 × 40 pixels, then either a scaled - up version of the 32 × 32 (without trilinear interpolation) or an interpolation of the 64 × 64 and the 32 × 32 mipmaps (with trilinear interpolation) would be used . The simplest way to generate these textures is by successive averaging; however, more sophisticated algorithms (perhaps based on signal processing and Fourier transforms) can also be used . </P> <P> The increase in storage space required for all of these mipmaps is a third of the original texture, because the sum of the areas 1 / 4 + 1 / 16 + 1 / 64 + 1 / 256 + ⋯ converges to 1 / 3 . In the case of an RGB image with three channels stored as separate planes, the total mipmap can be visualized as fitting neatly into a square area twice as large as the dimensions of the original image on each side (twice as large on each side is four times the original area - one plane of the original size for each of red, green and blue makes three times the original area, and then since the smaller textures take 1 / 3 of the original, 1 / 3 of three is one, so they will take the same total space as just one of the original red, green, or blue planes). This is the inspiration for the tag multum in parvo . </P> <P> When a texture is viewed at a steep angle, the filtering should not be uniform in each direction (it should be anisotropic rather than isotropic), and a compromise resolution is required . If a higher resolution is used, the cache coherence goes down, and the aliasing is increased in one direction, but the image tends to be clearer . If a lower resolution is used, the cache coherence is improved, but the image is overly blurry . This would be a tradeoff of MIP level of detail (LOD) for aliasing vs blurriness . However anisotropic filtering attempts to resolve this trade - off by sampling a non isotropic texture footprint for each pixel rather than merely adjusting the MIP LOD . This non isotropic texture sampling requires either a more sophisticated storage scheme or a summation of more texture fetches at higher frequencies . </P> <P> Summed - area tables can conserve memory and provide more resolutions . However, they again hurt cache coherence, and need wider types to store the partial sums than the base texture's word size . Thus, modern graphics hardware does not support them . </P>

What does the mipmap setting do in minecraft