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Thread: another problem about mipmapping

  1. #1
    Junior Member Newbie
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    another problem about mipmapping

    Thank Yossarian for your advice,but still another problem puzzles me,that is How I can control the texture level?Should I control it myself?for example,when the distance the texture from the camera is 100m,I load the image1,when the distance is 50m,I load the image2 ,and so on?

  2. #2
    Senior Member OpenGL Guru Humus's Avatar
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    Re: another problem about mipmapping

    Mipmapping is controlled by the hardware. You upload all mipmap levels on loadtime and make sure you set the minification filter to GL_LINEAR_MIPMAP_LINEAR (trilinear filtering).

  3. #3
    Senior Member OpenGL Guru zed's Avatar
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    Re: another problem about mipmapping

    i believe u want
    LOD texture bias (or something with a similar name) is part of opengl1.3 (check the extension registry)

  4. #4
    Advanced Member Frequent Contributor marcus256's Avatar
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    Re: another problem about mipmapping

    Hardware mipmapping is based on the texture minification on the screen. I think in the standard case the behaviour is to pick the mipmap level that (most closely) satisfies "the size of one pixel in the texture corresponds to the size of one pixel on the screen". So for instance, if a 64x64 texture (mipmap level 0 = 64x64) is drawn on an area of the screen that is about 16x16 in size, mipmap level 2 will be used (which is 16x16 pixels). Of course, a polygon may be mapped with several mipmap levels if required (when the distance to the polygon varies across its surface).

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