Marc Jauvin wrote:
> 
> Hi,
> 
> I have some work to do with respect to MIP mapping and I would like to know
> where I can find information on how the texture selection works and where
> exactly in the code it can be found.

The OpenGL spec is a good place to learn how it works.

In Mesa, look in src/triangle.c for any function with the name "lambda"
in it.  Lambda comes from the definition in the spec.

To be honest though, Mesa's mipmap computation isn't 100% correct.
The mipmap demo from the Red book comes out with curved mipmap level
transitions instead of straight lines.  Compare Mesa's output to
the book's color plate.  I've been stumped by this for over a year.

-Brian

----------------------------------------------------------------------
Brian Paul        Avid Technology / Softimage      [EMAIL PROTECTED]

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