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SOIL_load_image and mipmaps


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#1 vladic2000x   Members   -  Reputation: 252

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Posted 16 May 2013 - 12:34 AM

Hello! Is there a way to get access to different mipmap levels using SOIL_load_image()?
 
The code below crashes the app:
 
int width, height, mipMapLeveCount;
unsigned char* imageDataPtr =SOIL_load_image( "texture/checker.dds", &width, &height, &mipMapLeveCount, SOIL_LOAD_RGB);
unsigned char* tempPtr=imageDataPtr;
 
for(int mipmapLevel = 0; mipmapLevel < mipMapLeveCount; mipmapLevel++)
{
glTexImage2D( GL_TEXTURE_2D, mipmapLevel, GL_RGB, width, height, 0, GL_RGB,GL_UNSIGNED_BYTE, imageDataPtr );
imageDataPtr+=width*height*3;
width/=2;
height/=2;
}
 
SOIL_free_image_data( tempPtr );


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#2 swiftcoder   Senior Moderators   -  Reputation: 9582

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Posted 16 May 2013 - 01:58 PM

The third parameter isn't the number of mipmaps, it is the number of channels (which in your case will be 3, since you specify RGB).

 

The number of mipmaps should be roughly floor( log2( min(width, height) ) ).

 

Provided, of course, that your image has mipmaps, and SOIL is actually loading them. I haven't stared at the code in a while, but I seem to remember that one needed to use SOIL itself to do the upload to OpenGL, all in one shot, and specify the SOIL_FLAG_DDS_LOAD_DIRECT flag...


Tristam MacDonald - Software Engineer @Amazon - [swiftcoding]


#3 vladic2000x   Members   -  Reputation: 252

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Posted 20 May 2013 - 12:46 PM

Thanks! 


Edited by vladic2000x, 20 May 2013 - 12:59 PM.





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