Ahh that makes more sense.Chalnoth said:If you have long, thin triangles, you'll need to read in that triangle data for more than one tile. I was using the term high anisotropy to describe this situation, since, for example, a uniformly-tesellated mesh when viewed at high angles will exhibit this problem.Kristof said:How do aniso and tile overlap relate to each other ? What aniso are we talking about aniso texture sampling ?
K-
Yes, you frequently do have triangles that go into more that one tile. If they are ~equilateral this is absolutely fine.
If, OTOH, a triangle has a small area compared to its length, then it is far less efficient, but you should ask yourself (or better still, measure) "what happens on an IMR in this case?".