Non-mipmapped textures don't work?
BlitzMax Forums/BlitzMax Programming/Non-mipmapped textures don't work?
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Hi I'm loading in an image as a pixmap and converting it to a texture using bglTexFromPixmap. By default, mipmapping is set to on and I can display it OK on an OpenGL quad. If I turn mipmapping off for that texture it just displays as a white square. Is this happening for anyone else? |
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Hi, You probably need to set the min and mag filters, eg: glBindTexture GL_TEXTURE_2D,my_tex glTexParameteri GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST glTexParameteri GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST |
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Even if mipmapping is off? |
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That's how you turn mipmapping off! The bglTexFromPixmap flags just determines whether mipmaps are built - not enabled. |
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Yeah that was it - I had the glTexParameteri lines before the glBindTexture. :/ GL_NEAREST for 2D quads looks rubbish on my machine. It distorts the textures ever so slightly in a way that is very noticable on a TFT. I thought it was the mipmapping, but using GL_LINEAR is a big improvement. I guess DrawImage uses GL_LINEAR? |