The application I’m working on needs to make provisions for user machines with Voodoo 3 cards (and their 256x256 pixel texture limit). I have large textures (ex: 2048x2048) which I run through some tiling code to get 64 tiles of 256x256 pixels each. Then I texture an 8x8 array of quads to reconstruct the original image.
The problem is that I want to auto-create mipmaps and use the filter GL_LINEAR_MIPMAP_NEAREST to avoid the blocky pixelation when up close, but I also want to use borders to ensure the seams between quads are invisible. The problem is that although the function glTexImage2D() has a provision for specifying the border width, the function gluBuild2DMipmaps() does not.
Am I stuck building the mipmap levels manually if I want each mipmap level to use a 1 pixel border?
Thanks in advance for any help can provide!