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From: Keith W. <kw...@cs...> - 2004-07-13 18:03:03
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The QD3D manual doesn't explain clearly *how* a mipmap is organized. I have made mipmaps with a single texture by providing a pixel buffer to the image parameter and setting useMipmapping to false. To use mipmapping I set that to true of course. Presumably, I need to fill in the mipmaps array with width, height, and rowBytes that decrease by a factor of two from the original texture until a size 1 is reached. I am not sure what the offset parameter is or where the lower res pixel buffers are stored. There is only the one image parameter. If I were to guess, I would say that each subsequent lower res texture is appended to the image pixel buffer, and the offset for each is from the beginning of the image buffer, but I have not documentation on this. Am I right? ________________________________________________________________________ Keith Wiley kw...@cs... http://www.unm.edu/~keithw http://www.mp3.com/KeithWiley "Yet mark his perfect self-contentment, and hence learn his lesson, that to be self-contented is to be vile and ignorant, and that to aspire is better than to be blindly and impotently happy." -- Edwin A. Abbott, Flatland ________________________________________________________________________ |