mipmap filtering bilinear and trilinear not working on Win 10 GeForce RTX 2080

Martin Beck's icon

Hello, I found some strange behaviour of mipmap filtering bilinear and trilinear in Max 8.0.8 gl2.

On Windows 10 with NVIDIA GeForce RTX 2080 bilinear and trilinear filtering result in a totally white gridshape with the attached patch. Is this a bug or hardware limitations? Linear and nearest seem to work, but don't yield the required image quality.

The patch works on Macbook 2013, but on Windows no texture is visible with bilinear and trilinear.

Max Patch
Copy patch and select New From Clipboard in Max.

testcase's icon

I believe for those modes to work the texture needs to be @rectangle 0 and the dimensions need to be power of 2. I am not at my computer so can’t look at patch but just wanted to mention.

Martin Beck's icon

....@rectangle 0 is used in the patch. Would be nice to know if someone else can reproduce the behaviour on Windows. As stated above problem with bilinear and trilinear occurs on Windows 10 but does not occur on Macbook Mojave.

testcase's icon

and the texture dimensions are power of 2?

testcase's icon

btw, it is unlikely to be an OS difference but a GPU difference

Martin Beck's icon

...more detailed report. So it seems like capturing with jit.gl.node is the problem. It works with a jit.playlist with matrix output. The problems don't appear on MacBook with NVIDIA GeForce GT 650M 1 GB, but they appear with my Win 10 machine with a NVIDIA GeForce RTX2080.

Max Patch
Copy patch and select New From Clipboard in Max.

Capturing a gridshape named GRID as texture and sending it to a jit.gl.texture. Mipmap setting of jit.gl.node and jit.gl.texture is linear. This texture is applied to a gridshape . The texture looks aliased with this mipmap filter, trilinear mipmap is required to prevent the aliasing.

Same as in figure above, only the mipmap of the jit.gl.texture is set to trilinear (Win10 GeForce RTX2080). Texture is now totally white.

The same behaviour as above if you pass the message "sendoutput mipmap trilinear" to the jit.gl.node.

The same behaviour as above if you pass the message "sendoutput mipmap trilinear" to the jit.gl.node. In this example I only use the jit.gl.node with no jit.gl.texture involved.

Using jit.playlist with @output_texture 0 works with trilinear mipmap. If you turn on @output_texture 1 it shows the same problem as above -white texture.

Martin Beck's icon

Can anyone reproduce this behaviour on Windows (patch in previous post)?
So basic problem seems to be that sending a texture to a jit.gl.texture object and apply mipmap bilinear or trilinear in this object results in a totally white texture.
Problem also occurs if using jit.gl.node with these mipmap options.

Rob Ramirez's icon

As of Max 8.2.1 this situation should be greatly improved on both Mac and Windows for both gl2 and gl3 engines.