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From: Stefan H. <st...@to...> - 2004-06-06 01:15:15
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It seems that it's a Mach-0 only bug. To my surprise the CFM version of my app works fine. In ir_texture_convert_rave_filter the GL filter values has been changed a few days ago. I've found a message about incomplete mipmap specifications: http://lists.apple.com/archives/mac-opengl/2003/Oct/13/ilosttextureunit2.001.txt. It says that CMF apps handle these cases as linear where Mach-0 apps handle these cases as failure. I've no idea if this is the problem. My test file contains the same mipmap type as yours (0 mipmap). Stefan >>The TQ3TextureFilter types kQATextureFilter_Mid and >>kQATextureFilter_Best don't work together with Mipmap textures. The >>Mipmap textures won't be rendered. This bug has been introduced >>during the last two or three weeks. > >The filters have recently been updated specifically to work with >mipmaps and to better match QD3D's output. Previously, only the 0 >mip was ever considered (in fact, this is still the case in >kQATextureFilter_Fast). This change may have revealed a problem with >how custom mip levels are uploaded in ir_texture_convert_mipmap, or >could point to a bug in your own source that wouldn't have >manifested itself prior to this change. > >Do you have a sample I can look at? I've tested the Mipmap texture >type using only the 0 mip (i.e. to avoid using mipmaps for certain >textures) but I haven't tried creating all the mip levels manually, >since the Pixmap type now does that automatically to match QD3D >1.6's behaviour. > >Frank. |