Re: [osg-users] Questions about mip maps

2012-12-16 Thread Daly, Jason
No, OpenGL requires all dimensions to be reduced by half at each level. Sent from my cell phone Aurelien Albert aurelien.alb...@alyotech.fr wrote: Thanks a lot for this very precise answer ! Just one more question, you said : each successive level should be an integer quotient of the

Re: [osg-users] Questions about mip maps

2012-12-15 Thread Aurelien Albert
Thanks a lot for this very precise answer ! Just one more question, you said : each successive level should be an integer quotient of the previous level's size and two So, for n-th level, the size should be : (size of n-1 level) / (2*k) with arbitrary k ? Is it possible to have multiple

[osg-users] Questions about mip maps

2012-12-14 Thread Aurelien Albert
Hi, I have a set of pre-computed procedurals textures, and my texture generation system can produce high-quality downsampled textures. So I would like to use them as mipmaps for my textures : - is it possible to allocate and load mipmaps from CPU, just like we load an osg::Image into an

Re: [osg-users] Questions about mip maps

2012-12-14 Thread Jason Daly
On 12/14/2012 06:08 PM, Aurelien Albert wrote: Hi, I have a set of pre-computed procedurals textures, and my texture generation system can produce high-quality downsampled textures. So I would like to use them as mipmaps for my textures : - is it possible to allocate and load mipmaps from

Re: [osg-users] Questions about mip maps

2012-12-14 Thread Jason Daly
On 12/14/2012 07:16 PM, Jason Daly wrote: The textures also don't need to be square. The mip levels stop when any of the dimensions reaches 1, so you shouldn't create any mipmaps that are, for example, 4x1. Actually, this isn't exactly correct. You should create mipmaps until you get to a