As a command line option -compMaxLoD A T where A is an integer E_VERTEX_ATTRIBUTE_ID and T an integer corresponding to a TextureLayer slot with a valid texture.
What this should do, is go over the final mesh triangles and find the largest UV space diff, what that actually means can be understood in different ways:
Finding the 2D UV space triangle Axis Aligned Bounding Box with the longest X or Y side (L_inf-norm == chebyshev)
Finding the longest UV space edge amongst all triangles (L2-norm)
The square root of the biggest UV space triangle area (weird, probably best not to use)
Could add a suffix to compMaxLoD to indicate which method we want to use.
From this largest UV space diff we can compute a maxLod parameter equal to log2(largestUVdiff)
STextureSamplingParams or its future replacement needs to have an fp32 maxLod parameter which will essentially dictate the GL_TEXTURE_MAX_LOD value on the HW sampler objects.
Purpose This should alleviate texture bleeding on UV-unwrapped meshes.
As a command line option
-compMaxLoD A T
whereA
is an integer E_VERTEX_ATTRIBUTE_ID and T an integer corresponding to a TextureLayer slot with a valid texture.What this should do, is go over the final mesh triangles and find the
largest UV space diff
, what that actually means can be understood in different ways:Could add a suffix to
compMaxLoD
to indicate which method we want to use.From this
largest UV space diff
we can compute amaxLod
parameter equal tolog2(largestUVdiff)
STextureSamplingParams
or its future replacement needs to have an fp32maxLod
parameter which will essentially dictate theGL_TEXTURE_MAX_LOD
value on the HW sampler objects.Purpose This should alleviate texture bleeding on UV-unwrapped meshes.