hello,
i'm not familiar with mipmaps, but i've got the impression that you have the solution : a new object GEMglGenerateMipmap, with a 2nd inlet for the texture look a good solution for me.
cheers c
Le 29/07/2016 à 20:18, Claude Heiland-Allen a écrit :
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