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Jan 28, 2014 at 13:46 comment added 2am @Lasse, after changing the setting the texture in my code was rendered with full 16x anisotropic filtering.
Jan 27, 2014 at 14:54 vote accept 2am
Jan 27, 2014 at 10:05 answer added MickLH timeline score: 9
Jan 27, 2014 at 5:39 comment added Lasse Sometimes in the driver options a 'fast' or 'quality' preset has been turned on. This may override what the application requests. That does not explain the diffirence in tiling though.
Jan 27, 2014 at 5:13 history edited 2am CC BY-SA 3.0
deleted 100 characters in body; edited title
Jan 27, 2014 at 0:42 history tweeted twitter.com/#!/StackGameDev/status/427602379710947328
Jan 26, 2014 at 19:33 comment added 2am the screenshot I added just now backs up what you said. What could be wrong? I am using glTexImage2D instead of glTexStorage2D. Followed this tutorial OpenGL Automatic mipmap generation
Jan 26, 2014 at 19:29 history edited 2am CC BY-SA 3.0
more info added
Jan 26, 2014 at 19:23 comment added msell The scale of the texture looks different between the two pictures. With nVidia the texture is repeating faster than on Intel. Maybe there is something else wrong than the mipmap generation.
Jan 26, 2014 at 19:21 comment added 2am It seems it is something to do with the Anisotropic filtering.
Jan 26, 2014 at 19:18 history edited 2am CC BY-SA 3.0
added 69 characters in body
Jan 26, 2014 at 19:07 history asked 2am CC BY-SA 3.0