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From: Frank C <li...@si...> - 2004-07-13 18:33:42
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On 13-Jul-04, at 2:05 PM, Keith Wiley wrote: > 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. That's correct - I'm not sure Quesa actually uses the offset, but rather calculates it on the fly (QD3D may require it however). Frank. |