I'm using ARB_sparse_texture
extension to render volumetric effects in realtime, using very big virtual 3D textures.
And I can find no information on how it interacts with automatic mipmap generation (glGenerateMipmap()
).
I correctly fill the level 0 of my texture with data and properly commit used blocks. Everything works well but I also need mipmap chain of this texture and I do not understand how to make it automatically (I found nothing about it either in the spec for ARB_sparse_texture
or in the spec for ARB_sparse_texture2
).
What happens if I just use glGenerateMipmap()
after filling the level 0?
(I tried it, and it started to stall drastically)
Should I manually compute and commit all the used blocks in coarser levels and also manually downsample the data using compute shader? (the worst variant. It's too much extra work)
Is there any simple way to do that (like glGenerateMipmap()
with normal textures)?