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irreversible

R-independent mipmaps for 3D textures

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Generating mipmaps for a 2D texture is pretty trivial, especially since these can be generated automatically. However, when trying to do the same for 3D textures, mipmaps are generated in all three dimensions (D3D explanation on MSDN), which means the R coordinate is reduced as the mipmap level increases (which, in turn, quickly leads to horrible artifacts). I've been googling casually back and forth over the past couple of months and quite frankly I haven't been able to find a definitive answer to this. Here's what I've found thus far: 1) claims that this is not possible 2) claims that this requires some magic extension (such as GL_MESAX_texture_stack - which seems like a good idea, but I'm aiming for less current cards) 3) claims that this is very much possible (but no actual screenshots or information on how to accomplish it) So, to put it bluntly: is it possible to generate mipmaps for 3D textures that are not reduced in the R dimension and if it is, then how?

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