-
-
Notifications
You must be signed in to change notification settings - Fork 35.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
StorageTexture: Mipmaps #27332
StorageTexture: Mipmaps #27332
Conversation
Hi Sunag, I immediately downloaded r160 and also looked at the two compute texture examples to see whether mipmaps were created. In compute textures I saw a commented out line. I just did this after the computed storageTextures:
The length of the mipmaps is shown to me as 0. At 256 x 256 for the storageTextures my expected value is 8 mipmaps. If it's ever of interest, I've uploaded my repo to github. But that's just a thought. |
It was not intentional to store the automatically generated Open const storageTexture = new StorageTexture( width, height );
storageTexture.minFilter = THREE.LinearMipMapLinearFilter;
...
const material = new MeshBasicNodeMaterial( { color: 0x00ff00 } );
material.colorNode = texture( storageTexture ).level( float( 5 ) );
|
I imagine I know a lot, but I didn't know that there is a distinction
between manual and automatic mipmaps.
I've now tested this with textureLoad, because I can also specify the lod
level there. I see the mipmaps, very nice. Let's see if I can get a V2 this
year. Probably not because Christmas is always a special time for me and I
approach things a little more calmly.
I wish you all a Merry Christmas and thank you for r160
sunag ***@***.***> schrieb am Sa., 23. Dez. 2023, 15:01:
… It was not intentional to store the automatically generated mipmaps in
texture.mipmaps, this field is being used to load manually generated
mipmaps.
It's possible to perform another test.
Open webgpu_compute_texture and make some changes:
const storageTexture = new StorageTexture( width, height );storageTexture.minFilter = THREE.LinearMipMapLinearFilter;
...
const material = new MeshBasicNodeMaterial( { color: 0x00ff00 } );material.colorNode = texture( storageTexture ).level( float( 5 ) );
minFilter will enable mipmaps and the node level will access the mipmap
selected .level( float( 5 ) );
—
Reply to this email directly, view it on GitHub
<#27332 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/AQOTTXSVI2T2HDCKKCCAPITYK3P2NAVCNFSM6AAAAABAKKULUSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTQNRYGMYDAMZRGA>
.
You are receiving this because you commented.Message ID: <mrdoob/three.
***@***.***>
|
* StorageTexture: Mipmaps * revision * use texture.generateMipmaps
Related issue: Closes #27274
Description
Whenever
StorageTexture
is computed andstorageTexture.generateMipmaps=true
andstorageTexture.minFilter=Mipmaps..
theBackend.generateMipmaps()
will be called.--