PDA

View Full Version : Texture Lod Usage



Coluna
06-03-2004, 06:26 AM
Hi;
I tried to specify a min and max level to a pbuffer texture LOD, but when set a value != from default, my app crashes on ATI 9600 card...i took a look at ogl registry and it says that any value should work...(i know of course that the min should be less than max...)...what is the correct way to choose a value? (i tried with 0 and 1, the first and second level of mipmapping)
Thanx

ZbuffeR
06-03-2004, 11:48 AM
Are you sure you ask for an auto mipmapped pbuffer ?

With wgl stuff, set WGL_MIPMAP_TEXTURE_ARB to TRUE in your pbuffers parameters.

Coluna
06-03-2004, 12:23 PM
yes...
int pAttrib[] =
{
WGL_TEXTURE_FORMAT_ARB, // our pbuffer will
// have texture format RGBA
WGL_TEXTURE_RGBA_ARB,
WGL_TEXTURE_TARGET_ARB, // of texture type GL_TEXTURE_2D
WGL_TEXTURE_2D_ARB,
WGL_MIPMAP_TEXTURE_ARB, TRUE,
0 // zero terminates the list
};