Mipmapping where levels are 1+2^n in size and texels stack up directly over each other must Shirley have a name! http://pastebin.com/HYfF8dch
@tom_forsyth Well you also need to scale it per LOD as well - it's a bias _and_ a scale that are dependent on the texel size.
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@tom_forsyth So pretty much the only way you're going to do it in a shader are a) textureQueryLod, or b) compute the LOD yourself. -
@tom_forsyth Then you do the scale and bias yourself based on the LOD value that comes back. - Show replies
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@cmuratori That's the nice thing about that bias - it's in texels, whatever layer you use. Unfortunately, it's an integer, so useless. -
@tom_forsyth That'd still be fine for the 1-texel pad case - you always add 1,1. The problem is you still can't do the scale. - Show replies
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