Re: trouble with mipmap minification filtering
David Hart <[email protected]>
| Newsgroups | gmane.comp.video.mesa3d.user |
|---|---|
| Message-ID | <CAFRxipEpxHRMpi1PeDtZbRcB-HBnQGWCZbYRY0A9cGA+ao=Lvg@mail.gmail.com> |
So, I'm still trying to get mipmapping to work. I've spent countless hours now trying to build and link Mesa the right way on mac and linux and realizing I may be in over my head trying to reproduce this problem in a C program. But I have discovered one very important detail: Mip-mapping is working fine for me when I use the old fixed-function pipeline in Mesa, it only breaks as soon as I start using shaders. Also, I can nudge the LOD level manually even when using shaders, but the default LOD with Mesa & shaders is always sampling the base level mipmap for me. Here is a pyopengl sketch of all the combinations of Mesa vs native OpenGL, fixed-function vs shaders, and using the default LOD vs modifying the LOD level manually. I'm drawing two polygons, one is distorted by perspective, the other is drawn with an ortho projection and distorted by moving two verts close together. I have dyed each mipmap level with a different color, so the only thing I'm looking for is multiple colors in both polygons. As you can see, there is only one case where I don't get any colors other than the blue base mipmap level, which is Mesa+shaders without manually setting LOD. https://dl.dropboxusercontent.com/u/364079/mesa-mipmap/version3/mipmap.html I'm still running the exact same code through native OpenGL vs Mesa and getting wildly different results when using shaders. Am I doing something wrong? -- David. _______________________________________________ mesa-users mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-users