Comments (2)
It seems some devices don't support GL_GENERATE_MIPMAP, even though they claim
support for GL 1.1.
Mike Miller came up with a simple solution to create them yourself. I couldn't
find the original publication, but it's discussed in
http://insanitydesign.com/wp/2009/08/01/android-opengl-es-mipmaps/.
I just added the new buildMipMap() method to Renderer.java and changed
uploadTextureAndReturnId() to use it to generate MipMaps. As an added bonus
this should also work on devices that don't support GL 1.1 at all.
The attached files just contain the two methods mentioned above.
Original comment by nienhs
on 11 Nov 2010 at 2:53
Attachments:
from min3d.
I would add that in my experience, to make this work must be given all the
mipmap levels from 0 to n, where n is the texture size equal to 1
In addition, when it comes to the texture atlas, there may be white texture.
Therefore, should also generate all the mipmaps every time you add a new
texture to the atlas. Otherwise will be a problem.
And in my case, the best function to send texture is GLU.glTexImage..
sorry for my english :).
Original comment by [email protected]
on 21 Apr 2011 at 4:37
from min3d.
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