When setting mipmap levels for a texture manually, which is the correct strategy for where to loop on each level?
note: I'm assuming gl.createTexture() definitely falls outside the loop
OPTION A
- gl.bindTexture(bindTarget, texture);
- gl.texParameteri();
- For each mipmap level:
- gl.texImage2D();
OPTION B
- gl.bindTexture(bindTarget, texture);
- For each mipmap level:
- gl.texParameteri();
- gl.texImage2D();
OPTION C
- For each mipmap level:
- gl.bindTexture(bindTarget, texture);
- gl.texParameteri();
- gl.texImage2D();