I don\'t wish to bombard this post with code. I\'ve got a main file, fragment shader and a vertex shader file.
Assuming mipmapping is desirable: I call glGenerateMipmapEXT(GL_TEXTURE_2D); when I first allocate the render target for my FBO.Do I have to call this again when I\'ve completed rendering to it to co
I\'m creating my own mipmaps when creating textures, and as soon as I enable mipmaps via GL_LINEAR_MIPMAP_NEAREST (or anything MIPMAP), the textures are just a very dark, blurry mess. If I switch to G
I\'m loading 3D objects (obj or 3ds or collada files) into my openGL application. The 3 environment is quite large (a few hundred metres in all axis\').
On most of computers my program performs fine. But on one computer it failed to generate mipmap. I created a texture with D3DUSAGE_AUTOGENERATEMIPMAP,
i am currently working on some kind of virtual texture implementation. The mipmap level开发者_如何学Gos are used as a level of detail controlling structure. (Every texel in the virtual texture relates
This is for a 2D game 开发者_JAVA百科with OpenGL: Is it with using OpenGL possible to display a texture absolutely unfiltered, not streched or blurred?
I\'m currently using the automatic mipmap generation (C# + OpenTK): GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
I am having trouble implementing mipmapping in OpenGL. I am using OpenFrameworks and have modified the ofTexture class to support the creation and rendering of mipmaps.
i want use a specific customized algorithm to gene开发者_开发知识库rate mipmaps for some renderable textures (R16F & RGBA16F).