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XSlinger

MipMaps in 2D

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Hello, I know that mipmaps are used when drawing at different distances in 3D, but can mipmaps still be used in my 2d game? For example, if I load a texture that automatically creates a chain of mipmaps, and then I draw it later using a sprite and I have scaled the image, will DirectX automatically draw one of the mipmaps or do I have to do that manually somehow? Thanks

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And that's because mipmaps are selected according to how many texels of the original texture can fit in a single pixel. This number of texels can change with distance or with scaling of a textured triangle.

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