My understanding was that mipmapping is supposed to get rid of moire patterns. I've always had anisotropic filtering on in every game I play and I've never noticed any moire patterns as a result, so I don't understand why it's happening in my game. Am I doing something wrong?
I've created my sampler state like so (I'm using slimdx):
ssa = SamplerState.FromDescription(Engine.Device, new SamplerDescription
{
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Clamp,
AddressW = TextureAddressMode.Clamp,
Filter = Filter.Anisotropic,
MaximumAnisotropy = anisotropicLevel,
MinimumLod = 0,
MaximumLod = float.MaxValue
});
Edit: Something I just thought of. I use logarithmic depth instead of the standard depth, could that be affecting the mipmapping? If it is, how do I resolve the issue?