Creating and using my own mipmap texture atlas

I am currently using automatic mipmap creation (C # + OpenTK):

GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);

The texture I'm using is broken into blocks of 16 pixels. Therefore, my questions will be as follows:

  • Is it possible to use a mipmap that does not decrease to 1x1?
  • What would be the best way to create a mipmap that does not “blur” blocks in another?
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, mipmap, 1x1? , glTexParameter, . GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL GL_TEXTURE_MAX_LEVEL.

, mipmaps, . glTexImage2D, mipmaps, .

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Source: https://habr.com/ru/post/1758381/


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