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Aqua Costa

Geometry clipmaps

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I have some question related to GPU Geometry clipmaps.

1 - How are the mipmaps of a large texture generated? Do I let DirectX do that automatically? If so, how do I access each mipmap, update it and send it to the GPU? because I dont know how can I send individual mipmaps to the GPU...

2 - Is the Toroidal Update done in the CPU or in the GPU? And again how do I update individual mipmaps?

3 - Looks like the finer levels are generated by upsampling the coarser levels... Wont this result in bad quality???

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