First off let me say I've been searching through the forums thoroughly to find any help and it looks like mipmapping has be a recurring problem.
I'm using 3 different texture levels. 128x128, 64x64, and 32x32. Each texture has a different color with its texel width/height stamped on the textures. I did this to help visually see the mipmapping taking affect, but the only texture I'm seeing is the 32x32.
My code:
Code: Select all
sceGuColor(0xffffffff);
sceGuPatchDivide(u, v);
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGB);
sceGuTexFilter(GU_LINEAR_MIPMAP_LINEAR, GU_LINEAR_MIPMAP_LINEAR);
sceGuTexScale(1.0f, 1.0f);
sceGuTexOffset(0.0f, 0.0f);
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
sceGuTexLevelMode(GU_TEXTURE_SLOPE, 0.0f);
sceGuTexSlope(0.3f);
sceGuTexMode(GU_PSM_8888, 2, 0, 0);
selectTgaTexture(texture_128);
sceGuTexImage(0, texture_128->imageWidth, texture_128->imageHeight, texture_128->imageWidth, texture_128->image);
selectTgaTexture(texture_64);
sceGuTexImage(1, texture_64->imageWidth, texture_64->imageHeight, texture_64->imageWidth, texture_64->image);
selectTgaTexture(texture_32);
sceGuTexImage(2, texture_32->imageWidth, texture_32->imageHeight, texture_32->imageWidth, texture_32->image);
sceGumDrawBezier(GU_VERTEX_32BITF|GU_TEXTURE_32BITF|GU_TRANSFORM_3D, 4, 4, 0, bpatchArray[i].nodes);