Hi, I’m trying to take a 512x512 texture, automatically generate mipmaps down to about 32x32 size, then render a plane with each mipmap level blended onto the plane. The effect would be taking an image and blending it with lower resolution versions of the image.
Is there any way to choose the mipmapping bias and then apply this to a multitexturing unit of its own?
e.g.
glActiveTexture(GL_TEXTURE0);
assignTexture(myTexture, biasOf1);
glActiveTexture(GL_TEXTURE1);
assignTexture(myTexture, biasOf2);
etc…
Then multitexture each GL_TEXTURE together?? Any advice would be great, I may be going about this totally wrong!
Thanks for your time!
Ben