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    <p>(1) it seems unlikely; I'd expect it just to use a box filter, which is average four points in effect. Possibly it's just switching from one texture to a higher resolution one at a different moment — e.g. it "Chooses the mipmap that most closely matches the size of the pixel being textured", so a 256x256 map will be used to texture a 383x383 area, whereas the manual system it replaces may always have scaled down from 512x512 until the target size was 256x256 or less.</p> <p>(2) not that I'm aware of in base GL, but if you were to switch to GLSL and the programmable pipeline then you could use the 'bias' parameter to texture2D if the problem is that the lower resolution map is being used when you don't want it to be. Similarly, the <a href="http://www.opengl.org/registry/specs/EXT/texture_lod_bias.txt" rel="noreferrer">GL_EXT_texture_lod_bias</a> extension can do the same in the fixed pipeline. It's an NVidia extension from a decade ago and is something all programmable cards could do, so it's reasonably likely you'll have it.</p> <p>(EDIT: reading the extension more thoroughly, texture bias migrated into the core spec of OpenGL in version 1.4; clearly my man pages are very out of date. Checking the <a href="http://www.opengl.org/documentation/specs/version1.4/glspec14.pdf" rel="noreferrer">1.4 spec</a>, page 279, you can supply a GL_TEXTURE_LOD_BIAS)</p> <p>(3) yes — if you disable GL_GENERATE_MIPMAP then you can use glTexImage2D to supply whatever image you like for every level of scale, that being what the 'level' parameter dictates. So you can supply completely unrelated mip maps if you want.</p>
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