Remove mipmapping + anisotropic filtering for raster tiles #4580
Labels
GL native → GL JS
For feature parity with Mapbox Maps SDK on a native platform
performance ⚡
Speed, stability, CPU usage, memory usage, or power usage
We added a call to
generateMipMap
on a hunch in #112 a few years ago, and it has remained in the raster drawing code ever since. Mipmaps only make sense when the texture is scaled down significantly (way below 50% of its original size), as a mean to improve the quality of the texels used to calculate the fragment color. A few weeks ago, we added anisotropic filtering to improve the quality.We never added mipmapping for raster tiles in Native, and I don't think we need to, given that we almost always draw the textures in a size that isn't smaller than half the original dimensions. Since we don't mipmap raster tiles, we also don't need anisotropic filtering.
We should remove the call to
generateMipMap
and consequently remove anisotropic filtering for raster tiles. This should achieve the near identical visual quality while reducing memory usage and making the code less complex.mapbox/mapbox-gl-native#8688
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