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I tried to isolate the problem, but if I get rid of the PGraphics for example the bug seems to disappear.
If I run the below script I get:
```java
import processing.video.*;
PGraphics bi…
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ImageMagick-7.0.11-12-portable-Q16-HDRI-x64
_All IM version with bugged mipmap resizing.
You should add -separate -combine implementation by default for all DDS with alpha while resizing mips (Mi…
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### Luanti version
```true
5.4.0 - 5.10.0 RC1
```
### Irrlicht device
X11, SDL
### Operating system and version
Devuan Daedalus (eq to Debian Bookworm)
### CPU model
_No respo…
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### Godot version
v4.0.alpha13.official [59dcddc45]
### System information
Windows 10, Vulkan Mobile, NVIDA 980 Ti
### Issue description
The Mipmaps Limit setting in the Texture2D import settings…
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Problem:
![screenshot from 2017-06-11 14-03-04](https://user-images.githubusercontent.com/2116167/27010499-b7575240-4eae-11e7-8068-4472771cbc5e.png)
![screenshot from 2017-06-11 14-08-41](https://…
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Currently we just render the SVG at a fixed resolution (128x128 or 256x256) and then use `gl.generateMipmap(gl.TEXTURE_2D)` to generate mipmaps. This does not utilize vector information though leading…
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Hi there,
trying out the trial version of the plugin, when mipmaps is enabled on the created render texture, the input image is not coming thorught.
**Setup**
- Unity version: 2019.3.15f1;
-…
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Hi.
Has anyone run into any problems enabling mipmaps in a native C++ Daydream app? We have tried both using a KTX with the mip pyramid embedded as well as generating the mips at runtime using glGe…
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GraphicsDevice.GenerateMipmaps doesn't seem to be working too well.
It looks as if it's trying to use the first mip level to generate all the mip levels, which is incorrect and leads to heavy aliasin…
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When loading the Models with Mesh the ownership is not clear and the mash(es)(?) got double freed.
Logs
```bash
INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps…