I've tried gluBuild2DMipmaps, I've tried GL_GENERATE_MIPMAP, I've tried glGenerateMipmap, and no matter what I do, I can't use GL_LINEAR_MIPMAP_LINEAR or GL_LINEAR_MIPMAP_NEAREST I get just a completely blank texture (actually, looks like no texture at all since it takes on glColor when I turn off lighting).
Here's where I set up the texture. Other filters work just fine, it's just the mipmap ones that fail
Texture tex = return TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream(texPath), true);
tex.bind();
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL14.GL_GENERATE_MIPMAP, GL11.GL_TRUE);
Does anyone have a simple working example of using mipmaps?
Try the glGenerateMipmap(GLenum) function?
Aha, looks like glGenerateMipmap worked. I was having trouble with it before because I forgot to comment out the version using GL_GENERATE_MIPMAP. Reading more on GL_GENERATE_MIPMAP, it looks like it doesn't *actually* generate mipmaps until you otherwise start altering mipmaps or something or other ... Whatever, I'm perfectly fine with requiring OpenGL 3.0 I guess.
Sorry to bump this thread, I had a similar problem to this. There is another way to solve this using GL 1.2 code. Just add
GL11.glTexParameteri (GL11.GL_TEXTURE_2D, GL12.GL_TEXTURE_MAX_LEVEL, mipMapCount-1);
To your code. This fixes the rendering issue too. Depends if you want an opengl 3 dependency or not.