Hi Marcus,
Marcus Lindblom wrote:
>
> On of each:
>
> I had a texturing problem, because I had failed to add the texturechunk
> to the material. It worked 95% of the time anyway, since it was the only
> 3d-texture in the app, so validateAllGLObjects() bound it to unit 0.
Ouch. Validate shouldn't leave anything bound, I'd consider that a big on our
side. Carsten, can you take a look at that?
> My bad completetly, but took it's time to track down. I found out this
> morning. (And am frustrated with the fact that it did work previously.)
Me too. ;)
> The other is a mipmap generation issue, which I went round by simply not
> using two stages. This might bite other people.
>
> The problem was that, during rendering of the scene, the output after
> the first stage was stored in level 0, but the second stage's result
> ended up in all the other mipmap levels.
>
> I'm at a bit of loss on how to explain that, as the generated mipmaps
> are correct, but the bamy scene graph is simply:
>
> \-root
> |-3d scene using texture
> |-stage 0 (use texturebuffer background)
> | \- nothing
> \-stage 1 (render to part of texture + postprocess)
> \- scene that goes on texture
>
> Putting the stages before the scene didn't change anything. :-|
Hm. We've had a lot of issues with automated mipmap generation with nvidia
drivers recently, but this sounds new. I don't really have an explanation
either, especially if only the higher mipmap levels are affected. :-?
Thanks for the info
Dirk
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