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reallycoolme

rendering mipmaps

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i loaded a texture and added a couple levels of mipmapping, but how do i render the different levels of mipmaps? is there a texturestatestage i have to set? Im using directx 9, c++

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The appropriate Mip map level is chosen automatically by the GPU based on the on-screen size of the polygon the texture is mapped onto.

You can alter the GPU's mip map selection logic with the D3DSAMP_MIPMAPLODBIAS and D3DSAMP_MAXMIPLEVEL sampler states.

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