I currently have my RTT (using FBO) generating mipmaps but I need a better filter than the default box-filter openGL provides. Does anybody know of some example code that shows how to use a shader to define the various mipmap levels for a FBO render target texture?
Ok, does anybody have any example code on how the shader would write to mipmap level n while sampling from level n-1? I assumed that I could simply use textureLod( blah, blah, n-1 ), but that doesn’t seem to be working.