/* not a mipmap minification filter */
return FALSE;
+ /* If the following sequence of GL calls is used:
+ * glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, ...
+ * glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ *
+ * we would needlessly allocate a mipmapped texture, because the initial
+ * MinFilter is GL_NEAREST_MIPMAP_LINEAR. Catch this case and don't
+ * allocate a mipmapped texture by default. This may cause texture
+ * reallocation later, but GL_NEAREST_MIPMAP_LINEAR is pretty rare.
+ */
+ if (stObj->base.Sampler.MinFilter == GL_NEAREST_MIPMAP_LINEAR)
+ return FALSE;
+
if (stObj->base.Target == GL_TEXTURE_3D)
/* 3D textures are seldom mipmapped */
return FALSE;