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 ...
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?
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 ...