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discoloda
Journeyman III

Mipmap levels >0 for Sparse a texture 2d array are always black?

I have been learning the most recent OpenGL techniques by making a Quake 2 Renderer. I am having an issue using a sparse texture 2d array. I have the code up on github here: discoloda/Quake-2 · GitHub in ref/gl3/texture.cpp, the pertinent bits are Manager::Storage and texture_get_managed.

The first attachment is where Sparse is enabled, the second is where sparse is disabled.

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mirh
Adept III

19.2.3 fixed (or at least, improved) an always black sparse textures issue.

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Hi mirh‌, I will check it soon.

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