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Re: OpenGL compressed textures



Am Montag, 22. Oktober 2007 22:53:00 schrieb Keith Yerex:

> One solution is to not have mip levels smaller than 4x4 on compressed
> textures. (they aren't likely used anyway)
This is a luxury I do not have, unfortunately. I am working on a direct3d 
implementation based on opengl for Wine / Crossover, and which textures, 
shader instructions, etc, are used is not decided by me, but by the direct3d 
game, which I cannot modify. I have very limited flexibility with things like 
those.

mipmaps < 4x4 are used indeed, and I got very ugly artifacts on the open 
source radeon driver because of that :-/

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References: 
 >OpenGL compressed textures (From: "Gabriele Greco" <email@hidden>)
 >Re: OpenGL compressed textures (From: Stefan Dösinger <email@hidden>)
 >Re: OpenGL compressed textures (From: "Keith Yerex" <email@hidden>)



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