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[video] texture_lod = "mipmap" emulates mip levels for PS1 texture pages, which are decoded per fetch from VRAM and so have no GL mip chain: the screen-space UV footprint of a minified, proven-3D primitive is box-averaged (opaque texels of the fragment's STP class only), and anisotropic_filtering (1..16) spreads that many taps along the footprint's major axis. Every tap clamps to the primitive's UV bounds or texture window, so packed atlases never bleed. The mode rides in the textured batch's filter key; off (the default), sprites/HUD and magnified textures are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2 lines
65 B
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e08d3438b6881c8085e9440dda32664b665404140d4e0a96c2f2c5dff264a922
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