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) ?