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

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