Dirk Reiners wrote:
>       Hi Marcus,
> 
> Marcus Lindblom wrote:
>> 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.
> 
> Ouch. Validate shouldn't leave anything bound, I'd consider that a big on our 
> side. Carsten, can you take a look at that?

It's not definite that it's bound per se, I think, it's just initialized 
on the texture unit and the shader samplers do not care that much about 
binding, AFAICS. (I've never understood that part of GL/GLSL well).

>> 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.

[snip]

> Hm. We've had a lot of issues with automated mipmap generation with nvidia 
> drivers recently, but this sounds new. I don't really have an explanation 
> either, especially if only the higher mipmap levels are affected. :-?

Nvidia it is. :-|

> Thanks for the info

N.P. :)

Cheers,
/Marcus


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