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This was actually only required because of the 'incompleteness problem' in the GL backend which is fixed by setting GL_TEXTURE_MAX_LEVEL.
D3D11 and WebGPU (also Vulkan) don't have the concept of a "none" mipmap filter.
GL and Metal do.
The text was updated successfully, but these errors were encountered:
floooh
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This was actually only required because of the 'incompleteness problem' in the GL backend which is fixed by setting GL_TEXTURE_MAX_LEVEL.
D3D11 and WebGPU (also Vulkan) don't have the concept of a "none" mipmap filter.
GL and Metal do.
The text was updated successfully, but these errors were encountered: