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  [OT] using manually generated mipmaps  (Read 995 times)
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Offline d3

Senior Newbie


« Posted 2004-01-15 14:24:24 »


i am trying to manually generated mipmaps to work. with no success. the idea is basically the same as it can be found in the 'red book'.
when i set




i can at least see the first of the mipmaps. probably because mipmapping is turned of then.

i was wandering if anyone has ever successfully done this kind of mipmapping and could help me out with a code snip or correct my mistake.


TextureReader.Texture[] texture = new TextureReader.Texture[6];
try {
   for (int i=0; i<texture.length; i++){
           texture = TextureReader.readTexture("demos/data/images/"+i+".png");
} catch (IOException e) {
   throw new RuntimeException(e);


for (int i=0; i<texture.length; i++){
}<a href="http://" target="_blank">http://</a>
Offline pepijnve

Junior Devvie

Java games rock!

« Reply #1 - Posted 2004-01-15 15:13:25 »

Do your mip map levels go all the way down to a 1x1 version? If you don't do this, texture mapping is automatically disabled (see the note on page 388 of the red book).
If you don't want to provide all the levels you have to call
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, <maximum level>)

or in your specific case

Note that this method is only available starting at OpenGL 1.2
Offline d3

Senior Newbie


« Reply #2 - Posted 2004-01-16 08:20:01 »

thanx it worked very nicely. i have my depth blurring now Smiley
actually in my 'red book' it s not on page 388 or not at all available because it is an old old old relase 1.

i ll buy a new one.

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