[Fwd: Texture minification filter PF_ vs GL_]

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Scott Herod (herod++at++evt.com)
Wed, 21 Oct 1998 15:38:21 -0600


Also, could someone familiar with the details comment on
the relationship between performer's PFTEX_CLAMP (with or
without borders) and OpenGL's GL_CLAMP vs. GL_CLAMP_TO_BORDER_SGIS vs.
GL_CLAMP_TO_EDGE_SGIS?

Thank you,

Scott Herod
scott++at++evt.com

attached mail follows:


From: "Jean-Luc Dery"
Date: Wed, 21 Oct 1998 17:20:32 -0400
To: info-performer++at++sgi.com
Subject: Texture minification filter PF_ vs GL_
I'm having a hard time figuring out the mipmapping token equivalents of OpenGL
within Performer. Basically, OGL provides the following tokens for the texture
minification filtering:

GL_NEAREST PF_POINT
GL_LINEAR PF_LINEAR
GL_NEAREST_MIPMAP_NEAREST PF_???
GL_LINEAR_MIPMAP_NEAREST PF_???
GL_NEAREST_MIPMAP_LINEAR PF_???
GL_LINEAR_MIPMAP_LINEAR PF_???

Which would be the equivalents in Performer ???

And what exactly is PF_BILINEAR and PF_TRILINEAR ???

Thanks in advance for any help,

Jean-Luc

-- 
_____________________________________________________________________________

Jean-Luc Dery Discreet Logic Technical Leader 10 Duke Street 3-D Graphics Technology and Montreal (Quebec), Canada, H3C 2L7 Realtime Systems Tel: (514) 954-7239 Email: jean-lucD++at++discreet.com Fax: (514) 393-0110 _____________________________________________________________________________ ======================================================================= List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/ Submissions: info-performer++at++sgi.com Admin. requests: info-performer-request++at++sgi.com


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