When I use glGenerateMipmapEXT() after rendering to a texture, the texture simply becomes invisible. If I use a filter mode that doesn’t use mipmaps, it appears just fine. It’s not like it’s a complicated routine, and I implemented it just like all the FBO examples I have seen. I even tried adding a glEnable GL_TEXTURE_2D command right before glGenerateMipmapEXT(), but to no avail:
glBindFramebufferEXT GL_FRAMEBUFFER_EXT,shadow.framebuffer <draw stuff here> glBindFramebufferEXT GL_FRAMEBUFFER_EXT,0 glBindTexture GL_TEXTURE_2D,shadow.texture glGenerateMipmapEXT GL_TEXTURE_2D
I kind of think maybe it isn’t supported on my GEForce 7800, or the latest drivers, because it is so simple, and makes no sense that it wouldn’t be working.