Less expensive on actual hardware, most of time people just stick with trilinear at least, because GPU cleverly caches the sampling result to reuse them.
But in the case of a software rasterizer, texture sampling works completely different. It may be a good idea to ignore mipmap lerping to save performance.
Less expensive on actual hardware, most of time people just stick with trilinear at least, because GPU cleverly caches the sampling result to reuse them.
But in the case of a software rasterizer, texture sampling works completely different. It may be a good idea to ignore mipmap lerping to save performance.