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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