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DarkBASIC Professional Discussion / DDS Volume Texture and mipmapping trouble

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Kuper
18
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Joined: 25th Feb 2008
Playing: Planescape:Torment
Posted: 30th Oct 2012 20:00
Hi! It is possible to make DB Pro use mipmapping in dds volume texture? I use standart shader like
float3 Texture=tex3D(ColorSampler,float3(NewUv,Offset)); but mipmapping always off. Even if i write ;MagFilter = linear;MinFilter = linear;MipFilter = linear; in the texture block of shader. Is it one more bug in Db Pro or something like that?
Green Gandalf
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21
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 30th Oct 2012 22:33
What happens if you declare the textures explicitly in the shader? That might bypass the DBPro limitations. Also, do your volume textures have mipmaps?

I'm busy right now but I'll try to have a closer look later this evening.
Kuper
18
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Joined: 25th Feb 2008
Playing: Planescape:Torment
Posted: 31st Oct 2012 10:35
yes i also think so.set mipmapping in shader doesnt work so i think something wrong in DB Pro. And yes dds file have 10 mipmapping levels. Also maybe it is possible to set level of mipmap by Tex3DLod command but it doesnt work.
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 31st Oct 2012 16:11
I agree with you. I can't get mipmapping to work with a volume texture either.

You should be able to force mipmapping manually by using tex3Dbias() in the shader but that doesn't work either.

Strangely, if you load your volume texture as a standard 2D texture then the mipmaps work - but only for the first layer of course.

I can't see any simple workaround for this.
Kuper
18
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Joined: 25th Feb 2008
Playing: Planescape:Torment
Posted: 31st Oct 2012 16:43
Arghh!!! One more bug in Dark Basic It seems like loading volume texture was just left unfinished
Green Gandalf
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 31st Oct 2012 20:23
Looks like it.

However, I'm puzzled by the fact that it still doesn't work when you declare the texture in the shader. In the past, i.e. before volume textures were supported natively by DBPro, you could still use them in shaders if they were declared in the shader. I wonder if mipmapping worked at that point? If I can track down the relevant update I'll do a quick test.

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