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Re: [Public WebGL] Textures and mip-mapping question

Thank you.

On 4/19/2013 1:00 PM, Florian Bösch wrote:
OpenGL ES 2.0 specification http://www.khronos.org/registry/gles/specs/2.0/es_full_spec_2.0.25.pdf

3.6.7, Page 77, on wrap mode repeat 
REPEAT is the default behavior for all texture coordinates. 

3.7.1, Page 69, on texImage2D
If level is greater than zero, and either width or height is not a power of two, the error INVALID_VALUE is generated.

3.7.7, Page 81, on mipmapping
q = log2(max(wb; hb))
All arrays from zero through q must be defined
3.8.2, Page 87
Calling a sampler from a fragment shader will return (R; G; B; A) = (0;0;0;1) if any of the following conditions are true:

3.8.2, Page 88
A two-dimensional sampler is called, the corresponding texture image is a
non-power-of-two image (as described in the Mipmapping discussion of
section 3.7.7), and either the texture wrap mode is not CLAMP_TO_EDGE, or
the minification filter is neither NEAREST nor LINEAR.