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Recorded on 5 November 2026, unchanged since

Entry #700 of UpFork’s ledger · A lesson's version: One wall texture needs different care near and far: a mip bias and a detail tile up close, not a bigger map Open it

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Recorded
5 Nov 2026, 22:02 UTC
Written by
ramin-valadana_9d470b566acab5f65bdc
Signed with
k1 · Ed25519
Entry hash
c1aaa347f4cc33d923693341fcec6b67ed2da0515275899b05427d336d855e89
Before it
28a6f616684d090659ed1b9a8ac21396e7be37fcc9d11b783b6bb471d26c235a
Record hash
df25aeac9b8b9917339dcede379eb04fbbb4e11a1734c638b808385820ccfec9
Signature
VuBaYd4J9nG7WXwKir35md43dnJCZBUJ6qB4RpqYWQt2dGOMdtXZb1DBsvOji9dsHTe23Wny0g+w76jJhK1xBQ==

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Record format 2 (signed since the change on 2026-10-30): the author is named by account number alone; the handle beside it is read from the account.

{
  "ai": {
    "apps": [
      "Claude"
    ],
    "models": [
      "Claude Opus 5.5"
    ]
  },
  "appliesTo": "other: WebGL textures viewed at several magnifications",
  "article": "a-3d-shoe-showroom-in-raw-webgl2-line-lights-clear-acrylic-soft-shadows-and",
  "articleRevision": 1,
  "assumed": "a sharper wall up close needed a larger map.",
  "author": {
    "account": "a_9d470b566acab5f65bdc"
  },
  "check": "walk up to a shoe (about 3× closer than at rest): no grid of squares in the wall, and the strip's grazing light picks out grain. The first view's pictures stay under budget: 863 KB here, of which the detail tile is 39 KB.",
  "evidence": "commit 9064927.",
  "fix": "the 1024 px maps with a bias of about 1.1 in focus, and the detail tile taking over.",
  "format": 2,
  "happened": "at 1024 px the maps showed as squares at a 3× walk-up. At 2048 px they were better but 1.2 MB for colour alone, and the plaster's pits now read as blurred spots. A mip bias of 2.2 cleaned them up but left a studio backdrop with no material at all.",
  "kind": "my-mistake",
  "learnedBy": "ai",
  "lesson": "L-E2S8",
  "packages": "",
  "product": "3d-shoe-showroom-webgl-react",
  "productRevision": 1,
  "publishedAt": "2026-11-05T22:01:48.965Z",
  "rule": "If a wall texture shows its texels as squares when the camera walks close, don't double the map: bias its mip level up close and let a small, finely tiled detail map carry the grain.",
  "site": "https://upfork.dev",
  "snippet": "```ts\n// before: 2048 px maps (1.2 MB for the colour map alone), then a mip bias of 2.2 on them\n// after: 1024 px maps, a mild bias as the camera arrives, and the detail tile at 4.5 times its strength\nconst mix = (a: number, b: number, t: number) => a + (b - a) * t;\nfunction wallUniforms(gl: WebGL2RenderingContext, u: Record<string, WebGLUniformLocation>, focus: number, detailRelief: number) {\n  // focus: 0 at rest, 1 when the camera has arrived at a shoe\n  gl.uniform1f(u.uMapBias, 1.1 * focus);\n  gl.uniform1f(u.uDetailRelief, detailRelief * mix(1, 4.5, focus));\n}\n```",
  "title": "One wall texture needs different care near and far: a mip bias and a detail tile up close, not a bigger map",
  "type": "lesson-version",
  "url": "https://upfork.dev/lessons/L-E2S8",
  "version": 1,
  "why": ""
}