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Prune

The bias in texture2D vs texture2DLod

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What's the difference? I read somewhere that the Lod version can only be used in the vertex shader, but I'm not getting any problems using it in the fragment shader. Does the bias force fixed level to be used, or just sets the starting one and further MIP reductions will still be used if the object is minified enough?

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Quote:
Original post by Prune
What's the difference? I read somewhere that the Lod version can only be used in the vertex shader, but I'm not getting any problems using it in the fragment shader.

The Lod version can be used in fragment shaders on modern GLSL implementations.

Quote:
Original post by Prune
Does the bias force fixed level to be used, or just sets the starting one and further MIP reductions will still be used if the object is minified enough?

texture2DLod forces the specified mipmap level under all circumstances. The standard texture2D bias is just that - a bias added to the internal mipmap selection calculations.

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