mipmap and jit.gl.slab
Hello,
can someone explain to me what is the expected behaviour of textures and mipmap in processing chains containing jit.gl.slab? The patch illustrates the specific behaviour that is unclear to me:
a) If you apply mipmap filter trilinear to a texture named tex it gets interpolated and shows smooth image.
b) If you pass the same texture to a jit.gl.slab the filter is not applied - the texture looks pixelated.
c) Forcing the slab to rectangle 0 and mipmap trilinear gives different results on Mac or Win 10 (GeForce RTX2080) - Mac works, Win machine produces white texture.

Scope: I want to apply the mipmap filter at the last stage of my texture processing pipeline and the reported issue on my Windows machine prevents this. Using jit.gl.asyncread and feeding its matrix into a jit.gl.texture with mipmap is my current workaround, but its is not feasible for dynamic texture processing.
Details:
NVIDIA GeForce RTX 2080 Driver Version 441.66
Max 8.08 gl2 (there seems to be a similar problem with gl3 but the textures don't turn white but black).
Win 10
here's how i would handle mipmap filtering at the final stage:
Hello Rob,
this doesn't work on my Windows machine https://cycling74.com/forums/mipmap-filtering-bilinear-and-trilinear-not-working . The texture turns totally white. I also submitted a problem report some days go.
ok if the patch i posted above isn't working I'm guessing there's a driver issue. i'll try and repro when I get my windows machine back.
Can confirm that the example provided doesn't seem to work in my Windows machine as well.
It only works with nearest and linear and only in GL2, in GL3 it doesn't work with any setting.
I have set also the Nvidia Control Panel to use bilinear and trilinear optimization for textures, so should be good on that side.
Graphic card is a Nvidia GeForce GTX 1070, Windows 10, latest Max Release
As of Max 8.2.1 this situation should be greatly improved on both Mac and Windows for both gl2 and gl3 engines.