On 2002.03.04 19:13 Leif Delgass wrote: > On Mon, 4 Mar 2002, José Fonseca wrote: > > > .... > > > > But why does the number of levels has to do with the maximum texture > size? > > As I understand it, a mipmapped texture is composed of several levels, > which are copies of the texture at different resolutions (so you can > choose a level based on how far away from the camera the primitive > getting > the texture is), so the total texture size in terms of memory is the sum > of all the texture levels in the mipmap. >
Yes, that's the idea I had. I found reference to it in the OpenGL spec, pp. 120-121, and there it says that the maximum texture size must be at least 2^(k-lod)+2*b_t, but it doesn't specify in any way that MAX_TEXTURE_SIZE is derived from the max lod . This prevents Mesa to describe the limitation of devices not capable of doing mipmaps yet capable of handling textures bigger than 1x1... > > Sure, maybe I missed something before. At any rate we can try to get > single textures working right before dealing with multitexturing. > Yes. Good point. > > -- > Leif Delgass > http://www.retinalburn.net > José Fonseca _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel