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• By elect
Hi,
ok, so, we are having problems with our current mirror reflection implementation.
At the moment we are doing it very simple, so for the i-th frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal).
Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation).
After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint.
And finally we use the rendered texture on the mirror surface.
So far this has always been fine, but now we are having some more strong constraints on accuracy.
What are our best options given that:
- we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame
- we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia)
- all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex
- a scene can have up to 10 mirror
- it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops)

Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case
Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view.

Other than that, I couldn't find anything updated/exhaustive around, can you help me?

• Hello all,
I am currently working on a game engine for use with my game development that I would like to be as flexible as possible.  As such the exact requirements for how things should work can't be nailed down to a specific implementation and I am looking for, at least now, a default good average case scenario design.
Here is what I have implemented:
Deferred rendering using OpenGL Arbitrary number of lights and shadow mapping Each rendered object, as defined by a set of geometry, textures, animation data, and a model matrix is rendered with its own draw call Skeletal animations implemented on the GPU.   Model matrix transformation implemented on the GPU Frustum and octree culling for optimization Here are my questions and concerns:
Doing the skeletal animation on the GPU, currently, requires doing the skinning for each object multiple times per frame: once for the initial geometry rendering and once for the shadow map rendering for each light for which it is not culled.  This seems very inefficient.  Is there a way to do skeletal animation on the GPU only once across these render calls? Without doing the model matrix transformation on the CPU, I fail to see how I can easily batch objects with the same textures and shaders in a single draw call without passing a ton of matrix data to the GPU (an array of model matrices then an index for each vertex into that array for transformation purposes?) If I do the matrix transformations on the CPU, It seems I can't really do the skinning on the GPU as the pre-transformed vertexes will wreck havoc with the calculations, so this seems not viable unless I am missing something Overall it seems like simplest solution is to just do all of the vertex manipulation on the CPU and pass the pre-transformed data to the GPU, using vertex shaders that do basically nothing.  This doesn't seem the most efficient use of the graphics hardware, but could potentially reduce the number of draw calls needed.

Really, I am looking for some advice on how to proceed with this, how something like this is typically handled.  Are the multiple draw calls and skinning calculations not a huge deal?  I would LIKE to save as much of the CPU's time per frame so it can be tasked with other things, as to keep CPU resources open to the implementation of the engine.  However, that becomes a moot point if the GPU becomes a bottleneck.

• Hello!
I would like to introduce Diligent Engine, a project that I've been recently working on. Diligent Engine is a light-weight cross-platform abstraction layer between the application and the platform-specific graphics API. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. Shader source code converter allows shaders authored in HLSL to be translated to GLSL and used on all platforms. Diligent Engine supports integration with Unity and is designed to be used as a graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. It is distributed under Apache 2.0 license and is free to use. Full source code is available for download on GitHub.
Features:
True cross-platform Exact same client code for all supported platforms and rendering backends No #if defined(_WIN32) ... #elif defined(LINUX) ... #elif defined(ANDROID) ... No #if defined(D3D11) ... #elif defined(D3D12) ... #elif defined(OPENGL) ... Exact same HLSL shaders run on all platforms and all backends Modular design Components are clearly separated logically and physically and can be used as needed Only take what you need for your project (do not want to keep samples and tutorials in your codebase? Simply remove Samples submodule. Only need core functionality? Use only Core submodule) No 15000 lines-of-code files Clear object-based interface No global states Key graphics features: Automatic shader resource binding designed to leverage the next-generation rendering APIs Multithreaded command buffer generation 50,000 draw calls at 300 fps with D3D12 backend Descriptor, memory and resource state management Modern c++ features to make code fast and reliable The following platforms and low-level APIs are currently supported:
Windows Desktop: Direct3D11, Direct3D12, OpenGL Universal Windows: Direct3D11, Direct3D12 Linux: OpenGL Android: OpenGLES MacOS: OpenGL iOS: OpenGLES API Basics
Initialization
The engine can perform initialization of the API or attach to already existing D3D11/D3D12 device or OpenGL/GLES context. For instance, the following code shows how the engine can be initialized in D3D12 mode:
#include "RenderDeviceFactoryD3D12.h" using namespace Diligent; // ...  GetEngineFactoryD3D12Type GetEngineFactoryD3D12 = nullptr; // Load the dll and import GetEngineFactoryD3D12() function LoadGraphicsEngineD3D12(GetEngineFactoryD3D12); auto *pFactoryD3D11 = GetEngineFactoryD3D12(); EngineD3D12Attribs EngD3D12Attribs; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[0] = 1024; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[1] = 32; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[2] = 16; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[3] = 16; EngD3D12Attribs.NumCommandsToFlushCmdList = 64; RefCntAutoPtr<IRenderDevice> pRenderDevice; RefCntAutoPtr<IDeviceContext> pImmediateContext; SwapChainDesc SwapChainDesc; RefCntAutoPtr<ISwapChain> pSwapChain; pFactoryD3D11->CreateDeviceAndContextsD3D12( EngD3D12Attribs, &pRenderDevice, &pImmediateContext, 0 ); pFactoryD3D11->CreateSwapChainD3D12( pRenderDevice, pImmediateContext, SwapChainDesc, hWnd, &pSwapChain ); Creating Resources
Device resources are created by the render device. The two main resource types are buffers, which represent linear memory, and textures, which use memory layouts optimized for fast filtering. To create a buffer, you need to populate BufferDesc structure and call IRenderDevice::CreateBuffer(). The following code creates a uniform (constant) buffer:
BufferDesc BuffDesc; BufferDesc.Name = "Uniform buffer"; BuffDesc.BindFlags = BIND_UNIFORM_BUFFER; BuffDesc.Usage = USAGE_DYNAMIC; BuffDesc.uiSizeInBytes = sizeof(ShaderConstants); BuffDesc.CPUAccessFlags = CPU_ACCESS_WRITE; m_pDevice->CreateBuffer( BuffDesc, BufferData(), &m_pConstantBuffer ); Similar, to create a texture, populate TextureDesc structure and call IRenderDevice::CreateTexture() as in the following example:
TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); Initializing Pipeline State
Diligent Engine follows Direct3D12 style to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.)
To create a shader, populate ShaderCreationAttribs structure. An important member is ShaderCreationAttribs::SourceLanguage. The following are valid values for this member:
SHADER_SOURCE_LANGUAGE_DEFAULT  - The shader source format matches the underlying graphics API: HLSL for D3D11 or D3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL  - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. See shader converter for details. SHADER_SOURCE_LANGUAGE_GLSL  - The shader source is in GLSL. There is currently no GLSL to HLSL converter. To allow grouping of resources based on the frequency of expected change, Diligent Engine introduces classification of shader variables:
Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. This post describes the resource binding model in Diligent Engine.
The following is an example of shader initialization:
To create a pipeline state object, define instance of PipelineStateDesc structure. The structure defines the pipeline specifics such as if the pipeline is a compute pipeline, number and format of render targets as well as depth-stencil format:
// This is a graphics pipeline PSODesc.IsComputePipeline = false; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM_SRGB; PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT; The structure also defines depth-stencil, rasterizer, blend state, input layout and other parameters. For instance, rasterizer state can be defined as in the code snippet below:
// Init rasterizer state RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; //RSDesc.MultisampleEnable = false; // do not allow msaa (fonts would be degraded) RasterizerDesc.AntialiasedLineEnable = False; When all fields are populated, call IRenderDevice::CreatePipelineState() to create the PSO:
Shader resource binding in Diligent Engine is based on grouping variables in 3 different groups (static, mutable and dynamic). Static variables are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. They are bound directly to the shader object:

m_pPSO->CreateShaderResourceBinding(&m_pSRB); Dynamic and mutable resources are then bound through SRB object:
m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "tex2DDiffuse")->Set(pDiffuseTexSRV); m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); The difference between mutable and dynamic resources is that mutable ones can only be set once for every instance of a shader resource binding. Dynamic resources can be set multiple times. It is important to properly set the variable type as this may affect performance. Static variables are generally most efficient, followed by mutable. Dynamic variables are most expensive from performance point of view. This post explains shader resource binding in more details.
Setting the Pipeline State and Invoking Draw Command
Before any draw command can be invoked, all required vertex and index buffers as well as the pipeline state should be bound to the device context:
// Clear render target const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); m_pContext->SetPipelineState(m_pPSO); Also, all shader resources must be committed to the device context:
m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); When all required states and resources are bound, IDeviceContext::Draw() can be used to execute draw command or IDeviceContext::DispatchCompute() can be used to execute compute command. Note that for a draw command, graphics pipeline must be bound, and for dispatch command, compute pipeline must be bound. Draw() takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); Tutorials and Samples
The GitHub repository contains a number of tutorials and sample applications that demonstrate the API usage.

AntTweakBar sample demonstrates how to use AntTweakBar library to create simple user interface.

Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to textures, using compute shaders and unordered access views, etc.

The repository includes Asteroids performance benchmark based on this demo developed by Intel. It renders 50,000 unique textured asteroids and lets compare performance of D3D11 and D3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

Integration with Unity
Diligent Engine supports integration with Unity through Unity low-level native plugin interface. The engine relies on Native API Interoperability to attach to the graphics API initialized by Unity. After Diligent Engine device and context are created, they can be used us usual to create resources and issue rendering commands. GhostCubePlugin shows an example how Diligent Engine can be used to render a ghost cube only visible as a reflection in a mirror.

• By Yxjmir
I'm trying to load data from a .gltf file into a struct to use to load a .bin file. I don't think there is a problem with how the vertex positions are loaded, but with the indices. This is what I get when drawing with glDrawArrays(GL_LINES, ...):

Also, using glDrawElements gives a similar result. Since it looks like its drawing triangles using the wrong vertices for each face, I'm assuming it needs an index buffer/element buffer. (I'm not sure why there is a line going through part of it, it doesn't look like it belongs to a side, re-exported it without texture coordinates checked, and its not there)
I'm using jsoncpp to load the GLTF file, its format is based on JSON. Here is the gltf struct I'm using, and how I parse the file:
glBindVertexArray(g_pGame->m_VAO);
glDrawElements(GL_LINES, g_pGame->m_indices.size(), GL_UNSIGNED_BYTE, (void*)0); // Only shows with GL_UNSIGNED_BYTE
glDrawArrays(GL_LINES, 0, g_pGame->m_vertexCount);
So, I'm asking what type should I use for the indices? it doesn't seem to be unsigned short, which is what I selected with the Khronos Group Exporter for blender. Also, am I reading part or all of the .bin file wrong?
Test.gltf
Test.bin

• That means how do I use base DirectX or OpenGL api's to make a physics based destruction simulation?
Will it be just smart rendering or something else is required?

# OpenGL Mipmaps with multiple texture arrays

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So, I'm in need of using a couple texture arrays, rather than packing everything into a single array. I'm baking a lightmap/normals/etc into various images to use for most of the background objects, as the player doesn't interact with them, so there's little need to be calculating shadows/normals etc in real-time. However, I'm finding that using higher definition images when baking those results in much better results, especially as I'm scaling some of them rather large. But, since I don't want to use huge textures for everything, I thought I would just use two arrays. One for regular objects, that will have their shadows mapped, and normal/specular images separate, and one for the higher definition images, with the shadows/normal lighting baked in.

However, I'm struggling a little with the mipmap levels, I think. It's possible I'm erring elsewhere, but I'll try to explain:

When I draw two different objects, each using a different texture array, the image from the array with smaller sized images array loaded first becomes darker, especially when viewed from a distance (like it's being improperly mipmapped). Upon moving closer to the object, it becomes more visible, but still a bit wonky. If I drop the mipmap to 1 for the array that's loaded first, the darkness on the texture goes away (but, then I have no mipmapping on the textures in that array).

Here's a stripped down example, forgive the naming conventions, I'm terrible at coming up with things on the fly, and needed to rewrite these in a simpler format than they exist:

void Textures::LoadTextures()
{
CreateTextureArray();
CreateHDTextureArray();
}
void Textures::CreateTextureArray()
{
glGenTextures(1, &TextureArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, TextureArray);
glTexStorage3D(GL_TEXTURE_2D_ARRAY,11, GL_RGBA8, 1024, 1024, 18);
}
void Textures::CreateHDTextureArray()
{
glGenTextures(1, &HDTextureArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, HDTextureArray);
glTexStorage3D(GL_TEXTURE_2D_ARRAY,11, GL_RGBA8, 4096, 4096, 1);

}
void Textures::LoadImageToArray(sf::Image &imageIN, const char* imageName, int layerNumber)
{
{
std::cout<<imageName<<" is borked..."<<std::endl;
}

glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, layerNumber, imageIN.getSize().x,
imageIN.getSize().y,1, GL_RGBA, GL_UNSIGNED_BYTE, imageIN.getPixelsPtr());
}


When drawing:

void EnableTexture(Object &ObjectIN, GLuint &textureArrayIN, glm::vec3 &imageIndexIN)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, textureArrayIN);
glUniform1i(ObjectIN.gTextureArrayID(),0);
glUniform1i(ObjectIN.gLayerNumID1(), imageIndexIN.x);
glUniform1i(ObjectIN.gLayerNumID2(), imageIndexIN.y);
glUniform1i(ObjectIN.gLayerNumID3(), imageIndexIN.z);
} 

the opengl references are a little light on information for glTexStorage3D, but from what I gather, I can use a value up to a certain fraction of the image size for the mipmap level (in this case 11, for the 1024, and I believe 13 for the 4096 textures.

My question is, when binding a new array, does that override the settings for the previous array (specifically mipmap sizes for both arrays)? Or, am I perhaps going about this entirely incorrectly?

Is there a step I'm missing when binding the array for use in the shader?

Additionally, I've read I can just use the single larger array, and use a mipmap portion when I need a smaller image. Is there any advantage to that, rather than this approach? I imagine there's some benefit, as I'm not rebinding the arrays, but if it's marginal, this seems like the simpler approach.

If I'm not providing enough information, or if some images would help explain, please let me know.

Edit*

Here are a couple of images to maybe help explain. Forgive the overwhelming redness, it's just a hodgepodge of stuff thrown together for an example with none of the shaders balanced

Edited by Misantes

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So you have 2 separate objects. 2 texture arrays, and what appears to be only mipLevel 0 appearing on one, and any other further away smaller mips come out as black?

Have you tried changing the black object to not use a texture array and verify it is mip mapping correctly? Did you try calling glGetError() at any point? I recently had some issues with my texture array code and mip map generation and it caused the images to be all black. I can't remember the issue but I think you need to have your glTexParemeteri() setup for mipmapping before uploading your mip maps.

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Yeah, all the images mip fine individually, have tested pretty thoroughly with that. I can render each perfectly fine and mip-mapped on their own within an array or on their own. It's only when I try to render both with arrays that the array first loaded gets screwy. glGetError() calls aren't reporting anything.

my parameters looks like this:

    glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

glGenerateMipmap(GL_TEXTURE_2D_ARRAY);


Which, I believe should be fine (again, it's fine for individual arrays). It is loaded before the arrays are created.

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Sounds like a potential state issue. What happens if you apply the same texture array to both objects? Have you tried rendering them as object 1 , then 2  and then 2,1 as well to see if it is always the second object, or if it is always that one specific object that won't work?

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Thanks, I appreciate the continued help

There are other objects in the scene from the same array, the issue persists with all of them, not just a single object.

When using the same texture array on both objects (using the 4096 array), things are rendered fine, excluding the fact that the texture isn't properly uvmapped.

Using the 1024 array is seemingly fine as well, though looks rather odd since it's trying to use the 1024 texture in lieu of a 4096 one, so I get a hodgepodge of various images in that array.

Rendering order has no effect, the problems persist regardless of which is drawn first, and rendering order doesn't affect which array has issues.

The only thing that really affects things is whichever array is loaded first is the one with issues. As though the mipmap level values get deleted on the first array when the second one is loaded.

Should I be clearing or resetting anything between binding textures? Is there any issue with glTexSubImage3D, loading different sizes into that, bearing in mind I'm loading all of one size, binding another array, then loading all of the next size?

Edited by Misantes

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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);

Is this called before or after the image loading calls? I forget if it should be before or after.

"The only thing that really affects things is whichever array is loaded first is the one with issues."

Just to be clear. If you bypass loading the second image, the first image will is completely fine?  And when you tested your texture arrays being applied, did you still load both, but only bind one during drawing? Since it obviously sounds like a loading issue, just wondering  if you still loaded them both.

Have you tried gDebugger to see if it says your texture arrays are mip-mapped. You can also use the texture viewer to see what they hold.

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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);

Is this called before or after the image loading calls? I forget if it should be before or after.

I've been calling it after. A quick test of calling it before makes both arrays have the problem. I'm not 100% certain this is correct, but has served me thus far.

Just to be clear. If you bypass loading the second image, the first image will is completely fine?  And when you tested your texture arrays being applied, did you still load both, but only bind one during drawing? Since it obviously sounds like a loading issue, just wondering  if you still loaded them both.

Edit* my apologies, I've probably been confusing you with poorly used terminology, when I've said "bind" or "load" before, I was usually referring to when the array is bound at creation, not during the render function. It is the array that is created first that has the issues.

Yes, images in the first array are perfectly fine if I don't create the second array, and vice versa.

When I tested them, I did the following:

1- create and load first array only. Bind and apply images from first array to all objects when rendering. Result: everything fine, excluding uvmapping

2-create and load second array only. Bind and apply images from second array to all objects when rendering. Result: everything fine, excluding uv-mapping.

3-create and load both arrays, try various bind/render orders. Result: whichever array was created first when textures are loaded, has issues.

4-create and load both arrays, using images from only one of the arrays during render. Result:  if using images from first array, problems persist. If using images from second array, no issues.

Basically,if more than one array is created, whichever array is created first is the one whose textures will have issues, regardless of render order, which object they're applied to, or seemingly anything else.

To note: if I set the mipmap level for the array with the 4096 version to 1, and load it first, things render more or less ok, as they're large scaled-up objects with large textures. The issues don't seem to persist, if only because the objects are never too far away or small enough for the lack of mipmapping to be noticeable.

I've never used gDebugger, but I'm downloading it now. I'll try it and out and see what it reports.

In case it helps clear things up at all and is easier to see, here is the issue with the larger array illustrated.

Edited by Misantes

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glGenTextures(1,&GL_Index);
glBindTexture(GL_TEXTURE_2D_ARRAY,GL_Index);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, numDiffuseMipMapLevels, pixelFormat, TextureSize,TextureSize, textures.size());

//loop through 'i' textures

glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

That's my code and this is called about 8 times back to back uploading all my texture arrays.

Maybe your glTexStorage3D call isn't factoring in mip maps properly?..........aha scrolled up,:

glTexStorage3D(GL_TEXTURE_2D_ARRAY,11, GL_RGBA8, 4096, 4096, 1); <-------------------13 mip maps, not 11

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MipMapCount = log((double)TextureSize) / log((double)2);
This will calculate the mip map level given an input "texturesize", so you don't have to hard code it.

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That's my code and this is called about 8 times back to back uploading all my texture arrays.

Hrm. Our code is looking pretty identical. I'm now questioning whether this is actually the issue. I'm not seeing any significant differences.

glTexStorage3D(GL_TEXTURE_2D_ARRAY,11, GL_RGBA8, 4096, 4096, 1); <-------------------13 mip maps, not 11

Unfortunately, during testing, I had already calculated the 13 out and used that for the larger array(though still hardcoded, I should fix that), but it doesn't affect things. I should have updated that here. Also, 11 should still be a valid value, and it affects the smaller array as well, which had the correct mipmap level.

We haven't talked about it, but I still need to rebind each of the arrays at render time, right before they're used, correct?

I still appreciate the help though. I'll make up a quick small program, trying to eliminate any other variables that might be coming into play here, and see how that plays out. I'm pretty stumped though, otherwise.

Edited by Misantes