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184
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Planned

Maximum Mipmap Level

Graphics

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When using texture atlases, especially for procedural geometry (voxel engines), at some point the mipmaps will become smaller than the individual tiles and blend them. Current workarounds (several drawcalls, shader hacks using tex2dlod) introduce severe performance hits and/or are unportable.

The solution is for this is either using array textures, or to limit the maximum mipmap depth.
The latter would be a very easy fix, by simply exposing GL_TEXTURE_MAX_LEVEL.

Comments (5)

  1. 17b1154ead6aa13201c30d51f4a04a92?d=mm

    scheichs

    May 16, 2017 12:03

    Let's do it!

  2. 82110f4889b29595675811c5b8945605?d=mm

    schadmigo

    Apr 10, 2017 20:38

    Same here.

    Meanwhile I recommend checking out texture arrays, which are a good replacement for texture atlases, as long as dimensions can be kept equal.

  3. 3b5157c8ee4779ac2750644ade329bb7?d=mm

    mgeorgedeveloper

    Mar 20, 2017 15:41

    Will this be fixed soon? It seems like such a simple thing to add to the texture import settings.

  4. 3a7f4b00f209ea1c068285949cb89e39?d=mm

    SenRey

    Jul 31, 2015 16:23

    Indeed, it's serious trouble that should be fixed long time ago. Or at least there should be builtint shader for atlases if array textures are not implemented yet.

  5. 0e17abb05add1815238ff8716f901fab?d=mm

    JasonBricco

    Dec 01, 2014 12:18

    Please expose this GL_TEXTURE_MAX_LEVEL. Very simple fix, and this would really help me out. I'm experiencing this mip map issue and haven't been able to find a solution.

    It's to the point where I'm almost considering alternative engines due to Unity limitations like this. This has got to get fixed!

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