libmipflooding, a Mip Flooding C++ library ========================================== C++ implementation of the Mip Flooding algorithm, presented by Sean Feeley at GDC 2019 in the talk *Interactive Wind and Vegetation in “God of War”*. `YouTube `_ Mip Flooding is a high performance alternative to edge padding / dilation and is not biased towards the edge color. It also improves the compressibility of output images, by only retaining a level of detail that is relevant for mip map generation. Features * 8/16/32 bit input images and coverage masks, and (theoretically) up to 8 image channels * selective channel processing, e.g. you might want to preserve the original alpha channel * coverage input either as separate texture, or the alpha channel (or any last channel for that matter) * can optionally scale the last channel unweighted (regular box filtering) * can generate weighted mip maps, and optionally re-normalize vectors (for normal maps). Slerp scaling is planned but not yet implemented. * includes C-style function exports for easier interfacing using non-C++ code (e.g. Python) Source code and releases are `on GitHub `_ .. toctree:: :hidden: :maxdepth: 2 :glob: getting-started mip-flooding generating-mip-maps cpp-api/index c-api/index python/index