Vram flag kills mipmaps?

Blitz3D Forums/Blitz3D Programming/Vram flag kills mipmaps?

Tom(Posted 2004) [#1]
Come across this while messing with some DX stuff:

tex=CreateTexture(512,512,1+8) ; mipmaps created
tex=CreateTexture(512,512,1+8+256) ; no mipmaps created

Same thing happens with LoadTexture()

Using v1.88

Is this a bug?


big10p(Posted 2004) [#2]
Is what a bug? :/


Tom(Posted 2004) [#3]
The +8 flag specifies you want mipmaps, when using the Vram flag +256, the +8 flag is ignored.


fredborg(Posted 2004) [#4]
It's always been like that.


Tom(Posted 2004) [#5]
Ah ok :)

They must have turned them off for textures with the video memory flag.

Messing with the SDK, I noticed the mipmap count on a 512x512 res texture was 10, 1024x1024 was 11, so BB is creating mipmaps all the way down to 1x1 for each mipmapped texture.

1x1? :)


Shambler(Posted 2004) [#6]
It has always been like that but I see it as a bug.

Forcing a texture into Vram should not disable mipmapping. it makes no sense.

[edit] unless perhaps is was done to limit the amount of Vram used...yes this is probably why.

We really need compressed textures.


DrakeX(Posted 2004) [#7]
shambler - to limit the amount of ram needed and to make it as fast as possible, perhaps. maybe when mark was implementing the vram flag, he found that if he left mipmap generation on, the speed gain was negligible.


John Pickford(Posted 2004) [#8]
Sounds like a bug to me. Other wise it would be called the Vram and No mip-map flag.