3
votes
1answer
91 views

Using textureGrad for anisotropic integration approximation

I'm trying to develop a real time rendering method using real time acquired envmap (cubemap) for lightning. This implies that my envmap can change as often as every frame and I therefore cannot use ...
1
vote
1answer
234 views

How to achieve anisotropic filtering

I am loading a texture and using glGenerateMipmap() on it to achieve some level of mipmaping. I get different result on nVidia gt 555m, and on Intel HD 3000. The texture rendered by nVidia is not ...
1
vote
1answer
426 views

glGenerateMipmap confusion

I'm trying to get a grip on mipmaps with OpenGL. I believe I understand the concept, but when trying to have OpenGL generate them I wonder how it determines how many mipmaps to generate? Here's what ...
1
vote
1answer
156 views

GL_GENERATE_MIPMAP vs. GL_MAX_TEXTURE_SIZE

If we generate mipmaps for a texture using GL_GENERATE_MIPMAP (or glGenerateMipmap), how big can the original texture be? Is it the size returned by GL_MAX_TEXTURE_SIZE, or half of it?
20
votes
4answers
9k views

How to avoid texture bleeding in a texture atlas?

In my game there is a Minecraft-like terrain made out of cubes. I generate a vertex buffer from the voxel data and use a texture atlas for looks of different blocks: The problem is that the texture ...