2007/5/7, Marcus Lindblom <[EMAIL PROTECTED]>:
Hm. Maybe filtering doesn't work for depth data? (It can happen, depth
is a bit tricky to texture with) Try to test if you get at least
bilinear filtering.
Don't know if I'm saying something stupid, but I'm pretty sure that
mipmapping works as it should.. using the following fragment shader I can
see my depth buffer "blurred" as it should be if mipmaps worked:
void main(void) {
vec4 dd = texture2D(depth, gl_TexCoord[0].xy, 4.0); // <<-- bias=4.0!
gl_FragColor = dd;
}
I guess my problem lies where I grab the depth texture. It seems I take a
texture format with too little bits... It's setted correctly, isn't it?
Thanks for your help,
Stefano
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