Anisotropy Needs Mip Maps to be generated.
Closed this issue · 5 comments
On NVIDIA cards the driver will automatically create mip maps if anisotropy is enabled and mip maps don't exist in the current texture object. This is actually non-standard behavior. On every other type of GPU it needs to be manually done by calling the function in OpenGL to create them.
It should be a relatively easy fix. This just needs to be added in the appropriate spot.
https://registry.khronos.org/OpenGL-Refpages/gl4/html/glGenerateMipmap.xhtml
I'd rather just disable anisotropy in that case. I don't have NVidia cards and refuse to use them, so it doesn't bother me either way.
I think you misunderstood. It only works on NVIDIA cards. It however makes a huge difference in image quality. That difference can easily be possible on all gpus with a single line of code.
In that case I will add it, thanks
I think you misunderstood. It only works on NVIDIA cards. It however makes a huge difference in image quality. That difference can easily be possible on all gpus with a single line of code.
So what I've gathered is that you must add this to each part of the code that generates a texture. Therefore it isn't just 'one line of code' but rather a copy/paste in about 25 areas. I'll see if there is a nicer way to do this as I hate duplicating.
Decided won't do. It isn't a clean implementation of this, especially considering how the rendering is.