mipmaping a texture after being writen by FBO

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4 comments, last by IYP 8 years, 9 months ago

I've been trying to use VSM (variance shadow maps) and as you may know these shadow maps can use interpolation, and you get better results doing so.

so I've been trying to mip map the shadow maps so I can get average values of 4 texel, but I don't seem to find any OpenGL functions for generating mipmaps after the texture is written by FBO. any idea how it's done?

thanks in advance.

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glGenerateMipmap?

well it doesn't seem to work

well it doesn't seem to work

I'm sorry to hear that.

  1. Depth textures can’t be mipmapped.
  2. Generate them by yourself via shaders and manual down-sampling.

L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

well I used normal textures, I forgot to use GL_LINEAR_MIPMAP_LINEAR instead of GL_LINEAR it works fine now.

thanks for the help

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