Mipmapping with Texture Compression

Hello there,

currently I pass my compressed texture to opengl through
glCompressedTexImage2DARB for 4 mipmapping depths, but if I enable
mipmapping through glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST ), I have only white faces that aren’t textured. If
I set the min filter to GL_LINEAR or GL_NEAREST it works fine, except that I
don’t have mipmaps. If I would use gluBuild2DMipmaps(…)m the mipmaps wouldn’t be compressed, or am I wrong? Any other ideas how to create compressed mipmaps?

thx,
Nils

Hi
Don’t forget to specify GL_TEXTURE_BASE_LEVEL and GL_TEXTURE_MAX_LEVEL.


If I would use gluBuild2DMipmaps(…)m the mipmaps wouldn’t be compressed, or am I wrong?

Simply pass desired compressed format as internal format.

How do you set those (code? same way as you set the GL_LINEAR/GL_NEAREST?)

Well I tried that out now and it works, many thanks for that. I set it with glTexParameteriv(…)

Neals

Neals.
I forgot to say that these parameters are available only in the OpenGL 1.2 or if you have EXT_texture_lod (if I remeber right)extension,if you are using OpenGL 1.1 you have to supply all mipmaps levels.
Correct me if I’m wrong.