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What are mipmaps?

Game assets glossary · 1 primary source

Pre-shrunk copies of a texture (each half the size of the last) that the GPU uses when the texture is drawn small or far away, to avoid shimmering.

They cost about a third more memory and matter most for 3D textures seen at a distance. For 2D pixel art drawn at a fixed scale they are usually unnecessary and can blur. In WebGL 1, mipmaps (and repeat wrapping) need power-of-two texture sizes; WebGL 2 relaxes this.

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