Leif Delgass wrote:
> 
> On Mon, 4 Mar 2002, José Fonseca wrote:
> 
> > 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...
> 
> I need to read up on this a bit more, but in essence, my idea is this:
> let Mesa deal with the textures as if we are going to do mipmapping (this
> is probably necessary for software fallback for textures).  The docs say
> that the hardware can handle 11 texture sizes from 1x1 to 1024x1024.  So
> pick a max levels that will allow the largest image size of the mipmap to
> be accomodated by the hardware.  But when actually choosing to upload
> textures (assuming that mipmapping is truly broken), just pick the largest
> image available (wich should be the lowest tObj->Image[] element
> available, right?), and only upload that single image.

You should look at tObj->Image[tObj->BaseLevel], not image[0] since it
might not exist.

You seem to have been confused by "texture levels" before.  Looks like
you've figured it out now.  It's basically the maximum number of mipmap
levels AND it's related to max texture size.

-Brian

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