I wouldn't have thought that disabling Mip mapping would have this negative effect in Tattoo (that's the only one I don't re-enable).
If you had a lot of meshes at varying distances then mipmapping would kick in to stop huge textures being processed for small areas. As it is, most of the work in Tattoo is close up on just a few textures at a time.
In fact the opposite is true, since mip maps need to be recalculated when textures are changed (like every frame!) there can be a hefty overhead.
If you had a lot of meshes at varying distances then mipmapping would kick in to stop huge textures being processed for small areas. As it is, most of the work in Tattoo is close up on just a few textures at a time.
In fact the opposite is true, since mip maps need to be recalculated when textures are changed (like every frame!) there can be a hefty overhead.