I have an annoying problem. I am mipmapping my road texture and it works fine when you look straight at it. However, when you make either the X or the Y axis really small compared to the other axis by looking at it in a slope (see attached picture) it takes the mip map of the lower quality and applies it instead of using the higher quality one.
Any good way to solve it? What I'd expect is that seeing as, for example, the X axis needs the higher quality texture it'd use the higher quality one instead of using the Y axis lower quality one (seeing as the Y axis is squeezed together).
Any solution to this? It doesn't matter if I generate my own mip maps or use the opengl generatemipmap function, both give the same problem.
this is one thing I dislike on hardwae as you are dependant on : GPU / GC drivers / OpenGL and user setting .... and then finally you never know how it will really look like on end users computers...
enabling anisotropic filtering may help if user GC & its custom setting support it, but I guess that trying your demo on another computers or with differents GC and/or drivers (wich may use different mipmap algos) may be another solution too
EDIT : you should be able to force anysitropic in your GC panel setting to test
can you put it online ?