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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - glGenerateMipmap makes deepest level far from average texel value for NPOT textures"
href="https://bugs.freedesktop.org/show_bug.cgi?id=109816#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - glGenerateMipmap makes deepest level far from average texel value for NPOT textures"
href="https://bugs.freedesktop.org/show_bug.cgi?id=109816">bug 109816</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>(In reply to Ruslan Kabatsayev from <a href="show_bug.cgi?id=109816#c2">comment #2</a>)
<span class="quote">> (In reply to Roland Scheidegger from <a href="show_bug.cgi?id=109816#c1">comment #1</a>)
> > I have no idea though what kind of filter nvidia uses (and I would not be
> > surprised if other non-mesa blob drivers also simply use bilinear filtering).
>
> I think they use something like they describe in their paper
> "Non-Power-of-Two Mipmapping":
>
> <a href="http://download.nvidia.com/developer/Papers/2005/NP2_Mipmapping/">http://download.nvidia.com/developer/Papers/2005/NP2_Mipmapping/</a>
> NP2_Mipmap_Creation.pdf</span >
Ah yes that would make sense (although I highly doubt you'd want to do the
two-pass approach with the hw of today...). So I guess nvidia is using this
approach since ages, interesting. All the apis kind of seemed to have ignored
the issues with the box filter with npot textures.</pre>
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