#Mipmap problems [solved]

12 messages · Page 1 of 1 (latest)

lament shoal
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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.

silent beacon
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Hm no it should just work the way you do it

outer urchin
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send a renderdoc capture

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you might not have told the api to cater for more than 1 miplevel

lament shoal
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and i would have to disable bindless textures to get a rd capture, so whatever i do get will be plagued with errors (though im sure resource info would be fine)

outer urchin
lament shoal
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got it

outer urchin
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what was it? 🙂

lament shoal
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oh no sorry i mean “got it” as an acknowledgement lol

outer urchin
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ah hehe

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check in your post thread thing, i put some clues there