1
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1answer
131 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
208 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 ...
3
votes
0answers
128 views

How do I generate a mipmap for a texture loaded from a stream?

I am loading a Texture2d from a stream: public static Texture2D GetTexture(GraphicsDevice dev, System.Drawing.Bitmap bmp) { Texture2D texture; using (MemoryStream s = new MemoryStream()) ...
5
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1answer
795 views

Mip Maps on 2D Sprite causing black line above. Why is this?

I am new to Unity. I'm trying it out and using Futile for a code-first approach, but still importing textures using the Unity system. The problem I'm having is that when I use mip maps to scale large ...
5
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1answer
2k views

How can I prevent seams from showing up on objects using lower mipmap levels?

Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, ...
19
votes
4answers
7k 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 ...