On Thu, Mar 07, 2002 at 10:23:33AM -0700, Brian Paul wrote:
> > > > On Mon, 4 Mar 2002, José Fonseca wrote:
> > > >
> > > > > ....
> > > > >
> > > > > But why does the number of levels has to do with the maximum texture
> > > > size?
>
> You should look at tObj->Image[tObj->BaseLevel], not image[0] since it
> might not exist.
> 
> You seem to have been confused by "texture levels" before.  Looks like
> you've figured it out now.  It's basically the maximum number of mipmap
> levels AND it's related to max texture size.

Hmmm...this sounds like a good thing to add to the devel FAQ. :)  I'm sure
he's not the only one to ever be confused by this.  Perhaps something like
the following would work.  There should perhaps be some commentary on how
this is all managed in 'struct gl_texture_object', but I'm not familiar with
all of the nuances there.

Q: What does the maximum texture size allowed by a graphics chip have to do
with the number of mipmap levels stored by the driver?

A: When mipmapping is used, OpenGL requires that all mipmap levels be
available for a texture of size NxN from N/2xN/2 down to 1x1.  So, if a
particular chip supports textures up to size 512x512, then the driver could
potentially have to store mipmaps of sizes 256x256, 128x128, 64x64, ...,
4x4, 2x2, 1x1.  This is a total of 10 texture levels, 9 mipmaps and the base
texture.

-- 
Tell that to the Marines!

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