Mipmappping 2

Started by jjones7947, September 24, 2005, 16:35:24

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jjones7947

This is the set up:
loading the mipmap textures using the code recommended in my other post titled ââ,¬Å"Mipmappingââ,¬Â getting no errors
Using queries to verify that the texture unit concerned is getting set with the correct texture object and itââ,¬â,,¢s settings (wrap and filters) and is active at the appropriate time.
Still getting no textures
Is there something else I can query at run time to see what the problem might be?
A way to see what opengl ââ,¬Å"seesââ,¬Â so I can understand why it doesnââ,¬â,,¢t use the texture?

Fool Running

Are you enabling textures?  :lol:
Could you post some code?
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

jjones7947

The rendering code is spread all over the place in nested display lists, so let me post this list below that shows the results of queries on the texture state.
First let me give you and over view of the general flow:

    Start off with default texture units (TU)
    Push the texture bit attributes
    Load the scene, including textures
    Pop the texture bit attributes
    Push the texture bit attributes
    Make TU1 active
    Enable GL_TEXTURE_2D
    Loop through the geometry of the sky box binding a texture and rendering
    Make TU1 active
    Enable GL_TEXTURE_2D
    Loop through scene geometry binding a lightmap (TU1) then a base texture for a subobject and rendering
    Pop the texture bit attributes
The list below is the results of rendering two scene objects. The first is a transparent object (tree) for which we are no using mipmaps.  The second is a building for which we are trying to use mipmaps.  Note the filter settings in each.

    Legend: 33984 = TU0, 33985 = TU1, 9729 ââ,¬â€œ GL_NEAREST, 9728 = GL_LINEAR,
    ==========================
    SO#9 Locust_Main01
    -----After texture binding in TU0 ----
    GL_TEXTURE_2D Enabled? true
    Active TSU
    33984 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    Mag filter
    9729 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    Min filter
    9729 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    -----After texture binding in TU1 ----
    GL_TEXTURE_2D Enabled? true
    Active TSU
    33985 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    Mag filter
    9728 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    Min filter
    9728 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    ==========================
    SO#10 Blue_Garage01
    -----After texture binding in TU0 ----
    GL_TEXTURE_2D Enabled? true
    Active TSU
    33984 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    Mag filter
    9729 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    Min filter
    9986 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    -----After texture binding in TU0 ----
    GL_TEXTURE_2D Enabled? true
    Active TSU
    33985 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    Mag filter
    9728 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    Min filter
    9728 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

IL turns on texturing when created so it is on when the scene, including textures are loaded. The pop attrib after resets to defaults. The push and pop around each frame ensures that the initial state is always the same. Filters and wrap parameters are set at binding and finally TU1 is made active after rendering each scene object.  This guarantees that it is the active TU at the start of each loop. This scheme should minimize the # of on/offs for texturing and eliminate any non-productive changes of state.

Thanks,
Jim

PS if this doesn't help, I'll try to merge the rending code together

Fool Running

Without code, I'll take a guess:
Have you tried to get rid of the pushing and popping of the texture bits and just reset the state manually?
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D