I’m working on some UI icons and wonder what the advantages and disadvantages to using mip maps for UI textures are. When setting the texture group of an icon to UI and mip gen settings to FromTextureGroup, mip maps are disabled. But then the UI icons look ugly (aliased) when scaled down. So I started using SimpleAverage for the mip gen settings and now my icons look better. Here’s a demonstration:
I also wonder if there’s a good reason UI elements don’t get mip maps by default. Isn’t it important for the textures to get scaled depending on the screen size? If mip maps for UI are a bad idea, what’s the next best solution for aliasing of UI elements, e.g., when they get dynamically scaled depending on resolution or animation?