If you let OGL create the mipmaps for a 3D texture automatically, all dimensions of the texture are halved. This is a problem for me because the slices of the 3D texture blend together in the mipmap, and I want the slices to be independent of one another.
My first attempt to solve this was to generate the mipmaps myself. I halved the width and height of the original texture, but I left the depth the same as in level 0.
OGL’s Mipmap:
(LEVEL 0) 16x16x16 -> (LEVEL 1) 8x8x8
My Mipmap:
(LEVEL 0) 16x16x16 -> (LEVEL 1) 8x8x16
Unfortunately, since OGL requires the mipmap to be halved in all dimensions (?), my custom-made one turned up completely white at runtime. Does anyone know a way to create mipmaps that don’t blend the layers in a 3D Texture? I know 2D Array Textures are one way, but shader programming confuses and frightens me.
Apparently, someone found a way to do this. It’s just too bad the poster didn’t elaborate on how he solved the issue.