Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Malcolm

Pages: [1]
1
Feature requests / Mipmapping for OpenGL texture creation?
« on: April 06, 2011, 06:41:21 pm »
+1 for this feature, it would be very useful!

Quote from: "Laurent"
Mipmapping for 2D?? It wouldn't be used at all in SFML,

Why not? Any image I load from disk has a fixed resolution obviously, but the sizes at which it will be drawn on screen may vary greatly (depending on the sprite's scales at which I blit it, and to some extent the user's screen resolution).

When loading a large image (e.g. 800x600) and blitting it to a smaller area (say 80x60) the quality will *greatly* benefit from mipmapping (as opposed to only bilinear filtering, which happens by default).

Quote
If you're using sf::Image for your texture, you can still do it:
Code: [Select]
image.Bind();
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);

Not quite sure where/how to do this, could you elaborate please?

I'm doing this:
Code: [Select]
sf::Image myImage;
myImage.LoadFromFile("example.png");

Now what? Doing the code above didn't seem to make any difference.

Do I have to assign this image to a sprite in any special way, or do I have to Draw the sprite differently?

Pages: [1]