art wrote:
> 
> Lucca, could you please try to change the texture2D () operations in the 
> shaders which access last mipmap level (i.e. level 100) to an texture2DLod 
> function. This might help. 


Hi Art,
No luck... just tried it and it does not help. Actually the lod function does 
not produce any error message even if used in the fragment code, but it seems 
to retrieve wrong values (I always get a white pixel now).
I think the problem is really in the mipmaps then; I remember I had something 
similar in another situation (accessing any texture mipmap always returning the 
base level), can't remember how I fixed it or what caused it... I'll dig in 
some older code to see if I can retrieve it.

  Luca

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