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webgl-mipmaps-explainer's Issues

Custom control over the animation

The animation can be problematic as it can block the users view. The user then has to wait until the animation is at a point where it can be disabled.

I think it would be nice if instead of pausing, there was a slider to control the progress into the animation + a separate slider to control speed (which could be used for pausing, but potentially also to reverse the animation).

Allow negative mipmap bias

I think it would be a good idea to allow negative mipmap bias. Unfortunately I had to use Google Chrome source overrides to experiment with it.

Allow custom images

I think it would be nice if the user could select a custom base image to experiment how this affects real-world cases.
Ideally there'd be an option to generate the mip-chain, and another to actually load each mip level explicitly.

For example, the game "The Legend of Zelda: Wind Waker" on GameCube used explicit control over mipmaps to achieve an artistic effect (fading water waves in distance).

Another example, would be maps of cities, which is a common application of WebGL. It might be interesting to see how mipmaps affect labels / text on the map (here, it might make more sense to generate the mipmap chain automatically).

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