Custom texture filtering

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Gilles Reymond (reymond++at++corysmailserv.corys.fr)
Mon, 13 Jan 1997 16:29:51 +0100


Hi,

Has anyone some experience with gltexfilterfuncsgis - or its IrisGl counterpart
texdef2d(TX_MIPMAP_FILTER_KERNEL) ?

My particular problem is to deal with a repeated RGBA texture mapped onto a
polygon strip going away to the horizon. Using mipmapping
GL_LINEAR_MIPMAP_LINEAR causes some artifacts in the rendering of the farthest
side of the object, where the min_filter supposedly becomes active. I guess this
is due to the particular structure of the texture.
This effect was experienced both on iR and RE2 systems, though with slight
rendering aspect differences.

Hence, my questions are :

        - was is the weighting policy used by standard trilinear mipmapping on
those systems ?
        - would a custom-designed set of weights help solve my problem ?
        - what is the recommended method for chosing these weights (through
Performer calls, maybe)?

Thank you very much for any helpful hints,

 Gilles
  
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Gilles Reymond | CORYS SA
Email: reymond++at++corys.fr | 74 avenue des Martyrs,
tel: (33) 76 28 82 00 | 38027 GRENOBLE Cedex 01, FRANCE
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