Hi
I have done an Atlasmap for my terrain created by FreeWorld3D and it works okay except that I can't create it with MipMap generation set to true (bleeding around the edges).
So I thought I'd generate the MipMaps myself which brings me to the problem on how to select the right LOD in the fragment shader??
I'v searched tons of "texel size" etc. on google and in the forum but I just can't lay my hands on that pice of code that'll give me the size of the pixel the fragment shader is suppoised to draw (well, the pixelsize in texelspace i guess).
I didn't know if I should post this in the Off-topic or not, sorry if I should have.
Get the pixel size in shader for homemade MipMap
I'm no shader whizz but I did solve a similar problem a while back, the answer was the "fwidth" function.
You can also look on this (Sub-tiling):
http://www.gamedev.net/community/forums ... cyear=2008
http://www.gamedev.net/community/forums ... cyear=2008
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes