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Esap1

OpenGL Tri-Linear Mip-Mapping and OpenGL

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Does OpenGL support Tri-Linear Mip-Mapping? And HOW do you use it(or enable it)? Thanks for the help, later,

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You mean trilinear filtering ??
This name comes from poor marketing guys.

It''s called (true name) LINEAR_MIPMAP_LINEAR using OpenGL.

Have a look @ the OpenGL red book, you''ll find anything you need in it.
Or check NeHe''s code, I do think there must be a trilinear filter used in one of his tutorials.





-* So many things to do, so little time to spend. *-

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Doesnt it blend the two cloeses Mip Maps togather?
Would this be TriLinear Filtering?
    
glBindTexture(GL_TEXTURE_2D, texture[id]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);


I sure hope not, because it V E R Y apparent where each mip maps starts and ends, it doesnt look very good. Ive Read the Nehe, Tutorials, But I dont see where he uses TriLinear Filtering, Maybe I dont know what Im looking for, Please help, thanks,

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Guest Anonymous Poster
Yes, trilinear filtering interpolates between mipmap levels. This is done to blend out the edges so you don''t see the level changes as much.

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Well GL_LINEAR_MIPMAP_LINEAR does smooth the transition from mipmap level to mipmap level. You'll still see blurry boundaries in situations where the texture map is highly anisotropic.

Look at:

http://www.sgi.com/software/performer/brew/anisotropic.html

for an explanation of anisotropic filtering.

Paul.

Edited by - Pauly on July 17, 2000 8:42:16 PM

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Mipmaps can only be used with the MIN filter. If you try to use GL_LINEAR_MIMAP_LINEAR with the MAG filter, i believe you''ll get a wrong result. You should use a simple GL_LINEAR filter.

Y.

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Actually it works the way I posted, But what is the MIN filter and the MAG filter, whats the difference?

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