Hi!
I've got a little patch that generates a fractal using texture feedback. It looks really bad if I don't enable mipmapping (texture quality 2), but pix_snap2tex doesn't regenerate the mipmaps. I hacked my local Gem to glGenerateMipmap(GL_TEXTURE_2D) after snapping, but this has some issues:
* maintaining local patches across several machines is annoy * glGenerateMipmap is wasteful if mipmaps are not being used
The second issue makes me think the simplest solution would be a new object, perhaps GEMglGenerateMipmap, that I could put directly after pix_snap2tex to make it work. This would defer the problem to the patch level, an automagic system to track when mipmaps need to be regenerated would be a lot more work and probably break some bizarro use cases where mipmaps shouldn't be regenerated.
Thoughts?
Claude