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Seamless cubemap filtering is a useful feature to filter simple skyboxes or lightprobes for PBR. It has been present in OpenGL for quite a while.

However, it does not play nice with bindless textures. The GL_ARB_bindless_texture specifications says:

When accessing cube map textures using texture handles, the seamless cube map enable is ignored and treated as disabled.

What is the canonical approach to ensure seamless filtering for cubemaps accessed via bindless texture handles?

Nicol Bolas
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Sergey K.
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  • The extension seems quite clear this isn't supported (probably the dynamicness of bindless textures makes implementing seamless filtering annoying in a way driver authors did not want to deal with). I would think the answer is, you don't? – Andrea Dec 18 '19 at 23:22
  • @Andrea: "*probably the dynamicness of bindless textures makes implementing seamless filtering annoying in a way driver authors did not want to deal with*" That seems unlikely. Vulkan always uses seamless cubemap texture access, so it makes no sense that OpenGL couldn't do that. I mean worst case, the bindless texture extension could just say that it behaves as if filtering is always seamless, just like Vulkan. – Nicol Bolas Dec 18 '19 at 23:54
  • @NicolBolas what would be a good approach to emulate seamless cubemap filtering programmatically via GLSL? – Sergey K. Dec 19 '19 at 07:51

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