magni
04-13-2004, 01:36 AM
What I'm trying to do is to get a highly pixelated view of a scene, where each pixel is antialiased. Let's say the scene is rendered at a resolution of 64x64, to get a good base for antialiasing, but it is shown in just 16x16 pixels covering the whole viewport.
The approach I've had so far is to render the scene to a texture using a pbuffer with mipmaps being generated. The idea was then to render a quad over the whole viewport, with the mipmap that has 16x16 texels, and have that stretched over the quad. I've got the render to texture thing working, what I can't find out is how to use a specific mipmap level when texturing a quad. Is this possible? Any better approach?
The approach I've had so far is to render the scene to a texture using a pbuffer with mipmaps being generated. The idea was then to render a quad over the whole viewport, with the mipmap that has 16x16 texels, and have that stretched over the quad. I've got the render to texture thing working, what I can't find out is how to use a specific mipmap level when texturing a quad. Is this possible? Any better approach?