the problem is I need to extract the 1x1 mipmap and send the data over to a shader. I can't figure out how to extract the mipmap.
Specify the level of the 1×1 mipmap in t.w and sample coordinate [0.5, 0.5] (t.xy = vec2(0.5,0.5);).
Or you can activate only the lowest mipmap when you set the texture.
When calling CreateShaderResourceView(),
Set D3D11_SHADER_RESOURCE_VIEW_DESC::Texture2D::MostDetailedMip to the last mipmap level (D3D11_SHADER_RESOURCE_VIEW_DESC::Texture2D::MipLevels - 1).
Edited by L. Spiro, 16 March 2014 - 06:46 PM.
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