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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