mipmaps

Creating and using my own mipmap of a texture atlas

痴心易碎 提交于 2019-12-23 15:25:54
问题 I'm currently using the automatic mipmap generation (C# + OpenTK): GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); The texture I'm using is tiled into blocks of 16px². So my questions would be: Is it possible to use a mipmap which doesn't get downsized to 1x1? What would be the best way to create a mipmap which doesn't "blur" the blocks into another? 回答1: You mean, using a mipmap chain that doesn't get up to 1x1? You can limit which levels can be used with glTexParameter, see the GL

Is iOS glGenerateMipmap synchronous, or is it possibly asynchronous?

我的梦境 提交于 2019-12-21 17:02:35
问题 I'm developing an iPad app that uses large textures in OpenGL ES. When the scene first loads I get a large black artifact on the ceiling for a few frames, as seen in the picture below. It's as if higher levels of the mipmap have not yet been filled in. On subsequent frames, the ceiling displays correctly. This problem only began showing up when I started using mipmapping. One possible explanation is that the glGenerateMipmap() call does its work asynchronously, spawning some mipmap creation

How to load images from mipmap folder programmatically? [duplicate]

对着背影说爱祢 提交于 2019-12-21 07:12:34
问题 This question already has an answer here : Mipmaps vs. drawable folders [duplicate] (1 answer) Closed 4 years ago . How to load images from the mipmap folder programmatically (as done with the drawables)? img.setImageResource(imageId); I am using Android Studio 1.2.1. 回答1: In Android Studio We have mipmap instead of drawable You Can Find Documents Related To Your Assets Here You can use it Like img.setImageResource(R.mipmap.ic_launcher); 回答2: You can do img.setImageResource(R.mipmap.imageid);

In a GLSL fragment shader, how to access to texel at a specific mipmap level?

爱⌒轻易说出口 提交于 2019-12-19 07:23:47
问题 I am using OpenGL to do some GPGPU computations through the combination of one vertex shader and one fragment shader. I need to do computations on a image at different scale. I would like to use mipmaps since their generation can be automatic and hardware accelerated. However I can't manage to get access to the mipmap textures in the fragment shader. I enabled automatic mipmap generation: glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); I tried using texture2DLod in the shader

JOGL mipmaps and texture shimmering

非 Y 不嫁゛ 提交于 2019-12-13 05:42:28
问题 I've a wall and a brick texture in my OpenGL 2 scene that keeps shimmering and flashing no matter what I set. When I'm zoomed in close (and can see clearly the texture), then the flashing and shimmering stops. But when I'm zoomed out and moving around the scene, the flashing and shimmering is very pronounced. This is the texture code for the brick wall: brickwall.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT); brickwall.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);

How to copy CUDA generated PBO to Texture with Mipmapping

 ̄綄美尐妖づ 提交于 2019-12-12 15:30:47
问题 I'm trying to copy a PBO into a Texture with automipmapping enabled, but it seems only the top level texture is generated (in other words, no mipmapping is occuring). I'm building a PBO using //Generate a buffer ID called a PBO (Pixel Buffer Object) glGenBuffers(1, pbo); //Make this the current UNPACK buffer glBindBuffer(GL_PIXEL_UNPACK_BUFFER, *pbo); //Allocate data for the buffer. 4-channel 8-bit image glBufferData(GL_PIXEL_UNPACK_BUFFER, size_tex_data, NULL, GL_DYNAMIC_COPY);

Generating mipmaps in Vulkan

隐身守侯 提交于 2019-12-12 13:22:31
问题 I'm trying to generate mipmaps runtime (implement glGenerateMipmap() functionality) using vkCmdBlitImage but don't understand the process. Here's my code so far: VkImageCreateInfo imageCreateInfo = {}; imageCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; imageCreateInfo.pNext = nullptr; imageCreateInfo.imageType = VK_IMAGE_TYPE_2D; imageCreateInfo.format = format; imageCreateInfo.mipLevels = mipLevels; imageCreateInfo.arrayLayers = 1; imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;

Does glGenerateMipmap perform its averaging in linear space for sRGB textures?

跟風遠走 提交于 2019-12-12 11:01:20
问题 The OpenGL 3.3 specification does not seem to ask that the mipmap generation be done in linear space. All I can find is the following: The internal formats of the derived mipmap arrays all match those of the levelbase array, and the dimensions of the derived arrays follow the requirements described in section 3.8.14. The contents of the derived arrays are computed by repeated, filtered reduction of the levelbase array. For one- and two-dimensional array textures, each layer is filtered

Mipmapping in OpenGL

霸气de小男生 提交于 2019-12-12 10:01:09
问题 I'm having a lot of trouble getting mipmaps to work. I'm using OpenGL 1.1, and I don't have glu, so I'm using the following texture initiation code: glGenTextures(1,&texname); glBindTexture(GL_TEXTURE_2D,texname); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_NEAREST); w=width;h=height;

LibGDX fonts with mipmapping drawn as black squares

雨燕双飞 提交于 2019-12-11 00:54:12
问题 I've encountered some issues with LibGDX's filtering. Fonts work fine without using mipmaps, but when I add them the text renders as a series of black boxes. Here's the method I use to generate a font. public static BitmapFont generateFont(String fontPath, int size, String chars){ FileHandle fontFile = Gdx.files.internal(fontPath); FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile); FreeTypeFontGenerator.FreeTypeFontParameter params = new FreeTypeFontGenerator