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Martin_unique
04-25-2003, 06:37 AM
Hello,
OpenGL programming guide says that you can use gluBuild2DMipmaps() to create a series of textures (mipmaps) that provide extra detail for each level. It also says that each call 'calls glTexImage*D() to load the images'. Assuming that each mipmap is a separate texture, do I have to create a bunch of texture objects beforehand, so that gluBuild2DMipmaps() could set the texture data for each of those ? I'm not sure how to use that call, is it all automatic and mipmap texture creation/selection/removal is handled by OpenGL or do I have to do it myself ?
I'd appreciate if someone could clarify this for me.
Thank you,

Martin

M/\dm/\n
04-25-2003, 06:45 AM
You can use gluBuildMips.. or specify all levels by hand (1st param of tex I think). But if you have GeForce+ use SGIS_generate_mipmap, nice extension, you set the parameter, then call tex with 0th level, everything else is Vcards duty http://www.opengl.org/discussion_boards/ubb/biggrin.gif Search beginners forum.

chrisATI
04-25-2003, 07:11 AM
Originally posted by M/\dm/\n:
You can use gluBuildMips.. or specify all levels by hand (1st param of tex I think). But if you have GeForce+ use SGIS_generate_mipmap, nice extension, you set the parameter, then call tex with 0th level, everything else is Vcards duty http://www.opengl.org/discussion_boards/ubb/biggrin.gif Search beginners forum.

same goes for radeon7500 (r100) and up.