Missing documentation of high-quality / mipmapped rendering features
The current documentation is very vague when it comes to the high-quality layers feature. In particular I cannot find any good documentation of:
- ovrTextureSwapChainDesc.MipLevels: What does this change exactly and why is it set to 1 in all the basic examples which apparently do not use mipmapped textures? What value is recommended here for a high-quality layer? All I know is that I get a black screen when increasing this to 2.
- ovrTextureSwapChainDesc.SampleCount: The only information I could find is "Current only supported on depth textures", which confuses me since I wasn't even aware that I can pass depth textures. As far as I can see we always pass color textures anyway?
- ovrTextureMisc_AllowGenerateMips: The misc flags of ovrTextureSwapChainDesc allow to pass this flag. I haven't found anything on that yet. What does it do and is this a requirement for a high-quality layer? In OpenGL does this take care of calling glGenerateMipmap for instance?
- What other things are required to get high quality layers to work. For instance in OpenGL, am I supposed to set glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) myself or does the SDK take care of this? Similarly, am I supposed to call glGenerateMipmap at the end of my rendering or is this already part of submitting a frame?
