Recently I bumped into a problem where my OpenGL program would not render textures correctly on a 2-year-old Lenovo laptop with an nVidia Quadro 140 card. It runs OpenGL 2.1.2, and GLSL 1.20, but when I turned on mip-mapping, the whole screen is black, with no warnings or errors.
This is my texture filter code:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
After 40 minutes of fiddling around, I found out mip-mapping was the problem. Turning it off fixed it:
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
I get a lot of aliasing, but at least the program is visible and runs fine.
Finally, two questions:
- What's the best or standard way to check if mip-mapping is available on a machine, aside from checking OpenGL versions?
- If mip-mapping is not available, what's the best work-around to avoid aliasing?
Edit:
Here's the question I'm really after:
How do you programmactically check if mip-mapping is available on a platform?