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	<title>Comments on: Texture Compression, Filters, and Transformations</title>
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	<description>A Character TD&#039;s blog</description>
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		<title>By: Presentation: Anti-Aliasing &#124; Matt Pickering</title>
		<link>http://www.chadvernon.com/blog/resources/managed-directx-2/texture-compression-filters-and-transformations/comment-page-1/#comment-1295</link>
		<dc:creator>Presentation: Anti-Aliasing &#124; Matt Pickering</dc:creator>
		<pubDate>Tue, 26 Jul 2011 13:34:24 +0000</pubDate>
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		<description>[...] Texture filtering is the use of mip-mapping to use an appropriately sized texture for an object based on how far away it is. Combining different mip-levels gives us bilinear filtering, and blending those different mip-levels together as well gives us trilinear filtering. [...]</description>
		<content:encoded><![CDATA[<p>[...] Texture filtering is the use of mip-mapping to use an appropriately sized texture for an object based on how far away it is. Combining different mip-levels gives us bilinear filtering, and blending those different mip-levels together as well gives us trilinear filtering. [...]</p>
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