LOD in Texturing
how does GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD and LOD_BIAS works?
To check it visually, i have created 6*6 texture wth mipmapping and if for values > 0.5 for MIN_LOD i get a 3*3 texture irespective of values for MAX_LOD. If i change LOD_BIAS it does not affect my o/p. I am not able to figure out how it works exactly.
Can anyone explain it by stating an example.
Look in the GL 4.3 spec and search for "texture min lod". After a few hits you'll end up in Section 8.14 titled Texture Minification.
Look at figures 8.4-8.6 on pgs. 250-251. See subsequent sections such as 8.14.3 Mipmapping for more details. There it takes the computed lamda and maps it to a MIPmap level for different min filters.
Last edited by Dark Photon; 04-04-2013 at 06:29 AM.