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[.net] Textures rendering incorrectly on Intel GMA chipset

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When I try to render a texture on the integrated graphics card on my machine, it shows a single color that appears to be the average of all colors in the image. This doesn't appear on any of the other four video cards I've tested it with, so I think maybe there's something weird about the mip-mapping for the Intel card and it's generating a 1x1 mip map. I'm creating the texture with the "levels" parameter set to 1, but there may be some other render state or sampler state that also needs tweaking. Has anyone encountered this before?

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