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Bitmap textures can be built as an image larger than the final destination, so as to fill the complete area without repeating the image, avoiding visible seams. Bitmap textures can also be created to be used as repetitive patterns to fill an infinite area.
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An antler on a red deer stag. Velvet covers a growing antler, providing blood flow that supplies oxygen and nutrients. Each antler grows from an attachment point on the skull called a pedicle. While an antler is growing, it is covered with highly vascular skin called velvet, which supplies oxygen and nutrients to the growing bone. [6]
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Ossicones are columnar or conical skin-covered bone structures on the heads of giraffes, male okapi, and some of their extinct relatives. Ossicones are distinguished from the superficially similar structures of horns and antlers by their unique development and a permanent covering of skin and fur.
Rendering speed increases since the number of texture pixels being processed per display pixel can be much lower for similar results with the simpler mipmap textures. If using a limited number of texture samples per display pixel (as is the case with bilinear filtering ) then artifacts are reduced since the mipmap images are effectively already ...
Practical Texture Atlases - A guide on using a texture atlas (and the pros and cons). A thousand ways to pack the bin - Review and benchmark of the different packing algorithms; Sprite Sheets - Essential Facts Every Game Developer Should Know - Funny video explaining the benefits of using sprite sheets; What is Texture Atlas?