I've been trying to create a texture as a RenderTarget, and I want to use mipmapping with that texture, so I create it with D3DUSAGE_RENDERTARGET | D3DUSAGE_AUTOGENERATEMIPMAP.
However, doesn't matter if I explicitly tell it to use X number of mipmaps or not, or if I use GenerateMipSubLevels() at some point, it will always have only 1 level.
I haven't found in the Doc's any information that DirectX9 does not support using mipmaps on a RT, however, I have google for any successfull case, and many have the same problem.
The only diference is when people are using XNA, in which case it is possible, but XNA docs state that mipmapping on RT does not work on XB360.. which makes me believe that natively XNA does something to support mipmapping with RT's that it is not supported by default on DX9.
Can anyone confirm this?... why does MSDN docs don't state that this is not possible?..
Edited by はとぶ, 11 May 2012 - 08:15 AM.