diff --git a/tutorials/assets_pipeline/importing_images.rst b/tutorials/assets_pipeline/importing_images.rst index 197f3fc9211..e88c6470b31 100644 --- a/tutorials/assets_pipeline/importing_images.rst +++ b/tutorials/assets_pipeline/importing_images.rst @@ -339,6 +339,8 @@ with the RG color format to reduce memory usage, with only the red and green channels preserved. This only has an effect on textures with the **VRAM Compressed** or **Basis Universal** compression modes. +.. _doc_importing_images_mipmaps: + Mipmaps > Generate ^^^^^^^^^^^^^^^^^^ diff --git a/tutorials/rendering/multiple_resolutions.rst b/tutorials/rendering/multiple_resolutions.rst index 864e926a79c..0038c8019ad 100644 --- a/tutorials/rendering/multiple_resolutions.rst +++ b/tutorials/rendering/multiple_resolutions.rst @@ -434,8 +434,9 @@ Reducing aliasing on downsampling If the game has a very high base resolution (e.g. 3840×2160), aliasing might appear when downsampling to something considerably lower like 1280×720. -To resolve this, you can enable mipmaps on all your 2D textures. However, enabling mipmaps -will increase memory usage which may be problematic on low-end mobile devices. +To resolve this, you can :ref:`enable mipmaps ` on +all your 2D textures. However, enabling mipmaps will increase memory usage which +can be an issue on low-end mobile devices. Handling aspect ratios ----------------------