GL_TEXTURE_3D - mipmaps dimensions

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When I load a GL_TEXTURE_2D (512x256) mipmaps are defined this way:

  • level 0: 512 x 256
  • level 1: 256 x 128
  • level 2: 128 x 64
  • level 3: 64 x 32
  • level 4: 32 x 16
  • level 5: 16 x 8
  • level 6: 8 x 4
  • level 7: 4 x 2
  • level 8: 2 x 1
  • level 9: 1 x 1

I can load all mipmaps manually using glTexImage2D. How mipmaps are defined for GL_TEXTURE_3D, for example (512 x 256 x 4) ?

1 Answers

They are defined in exactly the same way as a 2D texture: take each dimension and divide by 2 (rounded down), and keep going until all dimensions are 1.

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