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From: Joseph J. S. <jo...@st...> - 2004-06-03 02:53:54
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OK, let's talk about this issue: >1. Proper mipmap filtering ><http://sourceforge.net/tracker/index.php?func=detail&aid=905678&group_id=45158&atid=442052>. >There are several ideas in this request, but the most important one >is to automatically generate mipmaps from a Pixmap texture, just as >QD3D 1.6 does. (And then of course if you don't want mipmaps >generated for you, you can use a MipMap texture instead.) My understanding is that in QD3D 1.6, when you use a PixmapTexture, mipmaps are generated under the hood for you, and the renderer then selects the one most suited to the object's usage in the scene. I'd like to make Quesa do the same thing, but I'm a little over my head here. I can see that E3Texture.c contains the accessors for PixmapTextures and MipmapTextures, but there is little to no actual computation here -- it's all just thin wrappers for the data structures. I have a feeling this is not the right place to be doing such shenanigans. That suggests that maybe the renderer code is the right place to look -- perhaps IRTexture.c? Perhaps modify ir_texture_convert_pixmap so that it generates an OpenGL mipmap set, as ir_texture_convert_mipmap does? If we do it here, is all that scaling and conversion going to happen on every frame, or just once for each time the texture is edited? And if there are multiple objects sharing the same texture, will it happen just once for the whole lot? Any input on whether I'm barking up the correct tree will be appreciated. Thanks, - Joe -- ,------------------------------------------------------------------. | Joseph J. Strout Check out the Mac Web Directory: | | jo...@st... http://www.macwebdir.com/ | `------------------------------------------------------------------' |