IBLPrefilerContext.SpecularFilter VS Texture.generateMipmaps() #4665
Replies: 2 comments
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They do two different things.
Coroutines have nothing to do with this? Do you run
Since you start from a 16x16x16 texture, the results will look blurry no matter what. @pixelflinger is |
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I was thinking that over app computations could interfere with the Filament rendering
I try to limit the
The difference is not so big but in case of metal materials, specular filter gives more realistic result. generatePrefilterMipmapVideo : https://photos.app.goo.gl/7X57421FhqVEGhFc8 SpecularFilter |
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Hi,
I'd like to know what are the main differences between
IBLPrefilerContext.SpecularFilter.run()andTexture.generateMipmaps()I know that specular filter is working on the GPU which give me unusable results on a frame callback context. Even if the the base texture is 16x16x6, maybe because Filament doesn't have it's own dedicated coroutine context on my project for now but the Main one, every other rendering calls becomes laggy.
Texture.generateMimaps() is working smoothly but the result with a low resolution texture source becomes very rought when reflected on metal materials.
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