I\'m going deeper on OpenGL texture mipmapping. I noticed in the specification that mipmap levels less than zero and greater than log2(maxSize) + 1 are allowed.
I am working with OpenGL ES (via WebGL), but I think this question is applicable to the full OpenGL profile as well.
Is it possible to create a MIP map in open gl es 1.x that only loads the texture resolution it is currently rendering?
Is there a way to \"mipmap\" with typeface.js or cufon, such that a full-page zoom in a browser will not destroy the crispness of the rendered text? I could not find much information about this.
i got a problem with my textures in a JOGL program. the textures i draw onto a cube which is taken from a displaylist are flickering.
I\'m looking for a C++ array/vector-like container (template is a plus) that automatically builds an internal multi-resolution representation (mipmap) of the data preferrably using downsampling by 2 (
I am trying to create a mipmapped textured image that represents elevation. The image must be 940 x 618. I realize that my texture must开发者_Go百科 have a width and height of a power of 2. As of now
I am rewriting an opengl-based gis/mapping program. Among other things, the program allows you to load raster images of nautical charts, fix them to lon/lat coordinates and zoom and pan around on them
I\'ve a wall and a brick texture in my OpenGL 2 scene that keeps shimmering and flashing no matter what I开发者_如何学运维 set. When I\'m zoomed in close (and can see clearly the texture), then the fl
So i got the SOIL loading my images now, but it says you can set a flag for the MipMap generation.I set the flag and as far as I know O开发者_JS百科penGL does the