I have terrain that I want to display with a grid. I thought multitexturing would be a good way to apply the grid (basically, have one texture that is a square outline), but I run into problems when zooming the camera out because of minification. I want the grid lines to be a consistent width no matter the zoom.
I thought the solution would be to build my own mipmaps in a graphics editor so the texture contains each LOD. I did something similar in OpenGL a while ago, but I'm not having any luck finding out how to do it in DX. Can someone point me to where I can (if it's possible) implement this?
Also, if this is possible: My base texture is 256x256 and when the camera is fully zoomed out the texture size would be 16x16. Would I just stub out the remaining LODs or just leave them out entirely?