Dirk Reiners wrote:
> Hi Marcus,
>
> Marcus Lindblom wrote:
>> Right. It seems that solved the visibility part of the problem, and I've
>> nailed down the rest of the problem to two separate parts.
>
> What were those? Internally to your app or things that other people could get
> wrong, too?
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.
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.)
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. :-|
Cheers,
/Marcus
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