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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#c2">Comment # 2</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:b7.10110111@gmail.com" title="Ruslan Kabatsayev <b7.10110111@gmail.com>"> <span class="fn">Ruslan Kabatsayev</span></a>
</span></b>
<pre>(In reply to Roland Scheidegger from <a href="show_bug.cgi?id=109816#c1">comment #1</a>)
<span class="quote">> 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).</span >
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/NP2_Mipmap_Creation.pdf">http://download.nvidia.com/developer/Papers/2005/NP2_Mipmapping/NP2_Mipmap_Creation.pdf</a></pre>
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