i´m having a quad positioned directly in front of the camera and map an 800x300 sized cockpit texture to it. since my screen resolution is 800x600, this should guarantee pixel-perfect results as if i used glDrawPixels(). however, if i do not build mipmaps for my large texture (using gluBuild2DMipMaps), the texture isn´t displayed at all. if i do use mipmaps, openGL seems to use a much smaller version of the image which looks all blocky and is horribly blurred. i´ve had a similar problem with textures as small 64x64 px, which did not work if i did not build mipmaps for them (those were not blocky and blurred if i enabled mipmaps, however).
i can think of two possible solutions:
- split the large texture into many small 64x64 ones, mipmap them and map to smaller quads
- build mipmaps manually, using the same image for each level (so that the texture does not actually get smaller)
has anyone a better way to do this or knows why i can´t use large textures? i´m using a voodoo2, but results on a geforce2 mx are pretty much the same.
regards, eik