I just tested my program (both with NSight and a visualization) and found that despite calling glGenerateTextureMipmap() for each texture and using GL_LINEAR_MIPMAP_LINEAR for each sampler, mipmaps are not actually generated. All of my textures and samplers are bindless.
My question—is mipmap generation any different when using bindless textures? I’m essentially doing it as you would vanilla textures, where I call the function immediately after creating/storing the texture. I am also making sure to call it before generating the bindless handle.
Don’t think this matters, but everything is DSA as well.