Texture LOD bias usage with cube textures
Hi guys,
I’ve tried texture LOD bias.
From AGAL bytecode format page:
B = Texture level-of-detail (LOD) bias, signed integer, scale by 8. The floating point value used is b/8.0 (8 bits)
All is ok, if I use high LOD bias values with cubemap. You can see my demo with MacBook
I’ve prepared a demo for you https://www.dropbox.com/s/w0i9kbrabxbnr0a/lodTest.swf
You can change Sky Bias values(for diffuse and specular) and see the artifacts like:


Also you can change 2d map biases(diffuse, specular, normal) and everything is smooth:

the same thing with compressed textures. I’ve tested it with Windows and iOS platforms.
I have two questions:
1) Is it possible to achieve the same smooth effect with cube textures? What does cause those artifacts?
2) It would be great to have the next opportunity. for instance, I have texture map with LOD bias values, so, I want to sample it and then pass this value in the next texture sampling opcode tex. What do you think?
Thank you!
