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Henri

3d texture with mipmap

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I’m trying to use some 3d textures in my engine, and I have everything setup correctly except that I can’t get the mipmaps to work. Here is the code:
  
glGenTextures(1, &textureHub[0]);
glBindTexture(GL_TEXTURE_3D, textureHub[0]);
glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MAG_FILTER,GL_LINEAR );
glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
	
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, 64 , 64, 4, 0, GL_RGB, GL_UNSIGNED_BYTE, image3.imageData);
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGB, 32 , 32, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, image4.imageData);
glTexImage3D(GL_TEXTURE_3D, 2, GL_RGB, 16 , 16, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, image5.imageData);
  
I don’t understand why this wont work, all I get is a white area where the texture should be. And all of the maps work if I disable mipmaps and run on of them as a level 0 map. BTW Am I supposed to decrease the depth of the texture as I''m doing, and when "hitting" 1 at depth, then stop? I''m currently only using 4 textures, but that should be about 8 or 16 future on... Any ideas??

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thats correct, though i have a feeling not all cards support mipmaps with 3d textures look into it

http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html

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quote:
Original post by zedzeek
thats correct, though i have a feeling not all cards support mipmaps with 3d textures look into it


They must. The OpenGL 1.2 standard, as well as the EXT_texture3D extension, specifically require the support of 3D mipmaps. Of course, implementations are free to fall back to software mode, if HW support is not given.

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youre correct Yann i was getting confused with texture_recetange (ie non power of 2 textures) which u cant do mipmapping with

http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html

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