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 with Anisotropic filtering, and that rendered by intel HD 3k is. How to manually adjust this feature for different GPU?
Also the tiling of the texture is much more apparent on nVidia!!
In the description of glGenerateMipmap() it is specified that the way glGenerateMipmap works is different for different implementations of OpenGL.
Is this something to do with glHint() GL_FASTEST , GL_NICEST , and GL_DONT_CARE? Or am I better of mipmaping the texture myself?