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Mipmaps on Windows Phone 8


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#1 Tasaq   Members   -  Reputation: 1217

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Posted 18 December 2013 - 08:28 AM

Hi,

 

I encountered a problem while porting application to WP8. I am using SharpDX and use down and upsampling method for bluring. The problem is that when I generate mipmaps for render targets I get black (reading from texture returns 0) results, but when I have single level everything works fine, but quality is just terrible. I heard it's a bug in WP8, can someone confirm this? If it's a bug, do you have any neat workaround or am I stuck with 'manual' downsampling?


Edited by Tasaq, 19 December 2013 - 09:41 AM.


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#2 xoofx   Members   -  Reputation: 870

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Posted 18 December 2013 - 07:45 PM

Please provide more code sample and context, this is really too vague (e.g. "generate mipmaps"? Is it by using DeviceContext.GenerateMips or your own shader using separate texture for each mipmaps or using render target view on mipmaps?...etc.)



#3 Tasaq   Members   -  Reputation: 1217

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Posted 19 December 2013 - 04:00 AM

Oh, I just noticed that I didn't menton I am using toolkit, I am using RenderTarged2D.New:
This one works

RenderTarget2D rTarget = RenderTarget2D.New(GraphicsDevice, textureWidth, textureHeight, PixelFormat.B8G8R8A8.UNorm);

And this one doesn't

RenderTarget2D rTarget = RenderTarget2D.New(GraphicsDevice, textureWidth, textureHeight, MipMapCount.Auto, PixelFormat.B8G8R8A8.UNorm);

I also want to point out that the code works correctly on PC version. This problem only occurs in WIndows Phone 8.






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