Hi guys,
MonoGame Dev here (aka XNA with SharpDX)
how would I go about manually generating mip maps for a rendertarget (or texture for that matter)?
I often read that for min/max shadow mip chains are generated manually (in this example obviously not just an average downsample but rather a min/max) as well as for bloom RTs.
I presume in these papers the engineers are actually writing to the corresponding mip maps instead of having a dozen other renderTargets called rtMip0, rtMip1 etc.
As of now I use several differently sized renderTargets for my bloom and such, but i feel it would be more convenient to store it all in one RT with its child MIPs - especially for min/max shadows.
So - if that is indeed feasible - how would I go about it?
Thanks in advance.