Paul Berry writes:
> On 18 June 2013 01:09, Jordan Justen wrote:
>
>> When rendering to a texture with BaseLevel set, the miptree may be laid
>> out such that BaseLevel is in level 0 of the miptree (to avoid wasting
>> memory on unused levels between 0 and BaseLevel-1). In that case, we
>> have
On 18 June 2013 01:09, Jordan Justen wrote:
> When rendering to a texture with BaseLevel set, the miptree may be laid
> out such that BaseLevel is in level 0 of the miptree (to avoid wasting
> memory on unused levels between 0 and BaseLevel-1). In that case, we
> have to shift our render target'
Jordan Justen writes:
> When rendering to a texture with BaseLevel set, the miptree may be laid
> out such that BaseLevel is in level 0 of the miptree (to avoid wasting
> memory on unused levels between 0 and BaseLevel-1). In that case, we
> have to shift our render target's level down to the ap
When rendering to a texture with BaseLevel set, the miptree may be laid
out such that BaseLevel is in level 0 of the miptree (to avoid wasting
memory on unused levels between 0 and BaseLevel-1). In that case, we
have to shift our render target's level down to the appropriate level of
the smaller m