openGL ES 1.0 - chosing mipmap level

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0 comments, last by genesys 13 years, 8 months ago
Hi!

Mipmapping is a good thing, it gets rid of some aliasing. However, it also blurs out details pretty much. Especially if anisotropic mimapping is turned off (due to device limitations or performance reasons).

I'd like to know whether there's any way to manually chose the mipmap level to be used - or for example to make the graphicshardware always chose the next larger version instead of the one it would usually chose (creating a bit of aliasing, but not too much, and getting rid of blurring).


Any tips on that?

thanks!
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figured it out! :)

glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT,
value );

let's you set a bias to the chosen miplevel. the bias is applied for the currently active texture unit.

A value of -0.7f worked well for me. crisp textures and only little aliasing.

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