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select mimap level?


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#1 Yours3!f   Members   -  Reputation: 1339

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Posted 31 August 2012 - 01:45 PM

Hi,

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.


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#2 Yours3!f   Members   -  Reputation: 1339

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Posted 31 August 2012 - 01:47 PM

duplicate :D

Edited by Yours3!f, 31 August 2012 - 01:47 PM.


#3 dpadam450   Members   -  Reputation: 923

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Posted 31 August 2012 - 03:13 PM

http://www.opengl.org/sdk/docs/man/xhtml/glTexParameter.xml

MIN_LOD, MAX_LOD, BASE_LEVEL, MAX_LEVEL

Setting 2 of those should do it.

#4 mhagain   Crossbones+   -  Reputation: 7970

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Posted 31 August 2012 - 06:45 PM

Since you're using GLSL you don't need to respecify any glTexParameter stuff; just use textureLod to sample the specific level you want: http://www.opengl.org/wiki/GLSL_Sampler#Lod_texture_access

It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.


#5 Yours3!f   Members   -  Reputation: 1339

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Posted 01 September 2012 - 02:46 AM

thank you both, I think I'll stick to the GLSL version, this seems more convenient.




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