Define mip map levels by coloring different areas of the screen in GLSL

I do not want to bombard this post with code. I have a main file, a fragment shader and a vertex shader file.

Do I need to know the steps I should take to color the screen according to the mipmap level? That is where the loop should go, which requests the mipmap level, and then sets the color accordingly. I do not know where to implement this and how, a simple example would be very grateful.

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You must create a texture with a different color for each level, and then get that color in your slices program. This could also be calculated using dFdx(texcoord.x)and dFdy(texcoord.y).

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As Tibur said, an easy way to do this is to use a debugging texture that has a different color for each level, as shown here .

Now, if you need to calculate the mipmap level manually (usually this is a floating point value), this is another story as you will need derivatives, but this should put you in the way.

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