Mipmaps

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3 comments, last by paic 18 years, 10 months ago
Am I to understand correctly that if I have generated my mipmap levels in my LPDIRECT3DTEXTURE9 correctly, and I pass it into the SetTexture function, DirectX will automatically choose the optimal level to use? If I'm wrong, could somebody explain it a little better?
[ search: google ][ programming: msdn | boost | opengl ][ languages: nihongo ]
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Unless you've done work to stop it (changing mipmaplodbias, or maxmiplevel), then yes, it just automagically works.
hi,

as Namethat... (your name's too hard to rewrite ^^) said, it should work. Just check that you have :

d3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);

because if the sampler for mipmap is set to D3DTEXF_NONE, mipmap will be disabled

[Edited by - paic on June 2, 2005 10:05:47 AM]
No. D3DTEXF_POINT simply uses a single point for choosing mipmap level. D3DTEXF_LINEAR uses a sampled 2x2 area. To disable mipmapping use D3DTEXF_NONE when setting the D3DTEXTUREFILTERTYPE sampler state.
-Scoot
My bad, it was D3DTEXF_NONE instead of D3DTEXF_POINT ^^

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