I'm trying to sample a certain mipmap level of a mipmapped texture. How do I do that?
//do the downsampling tex.bind(); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glGenerateMipmap( GL_TEXTURE_2D ); //process the half res texture glViewport( 0, 0, o->conf.SCREEN_WIDTH / 2, o->conf.SCREEN_HEIGHT / 2 ); half_fbo.bind(); shader->bind(); shader->pass_m4x4( o->ppl.get_projection_matrix(), "proj" ); shader->pass_m4x4( o->ppl.get_model_view_matrix(), "modelview" ); shader->pass_int( 0, "texture0" ); tex.bind(); //how do I select the desired mipmap level here? quad.render(); shader->unbind(); half_fbo.unbind();
Best regards,
Yours3!f
Edited by Yours3!f, 31 August 2012 - 01:48 PM.






