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jamesleighe

Generating My Own Mipmaps

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I need to generate my own mipmaps because I use atlas textures. I assume a good file format is DDS (since it can store pregenerated mipmaps), but how can I hand edit the mipmaps themselves (to prevent bleeding)?

Is there some program out there or do I have to make a full featured DDS texture writer/editor from scratch to do this?

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You can use the DirectX Texture Tool (comes with the SDK) to do this...it's really basic but it lets you open image files onto mipmap levels or cubemap faces and save the result as DDS. If you want to automate the process you can look into using Nvidia Texture Tools, or you can even just create and fill the D3D texture objects using a NULL device and then use D3DXSaveTextureToFile to save it out as DDS.

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To prevent bleeding you need to ensure that there is a border around each atlas entry.

Nvidia also has texture atlas creation tools: [url="http://developer.nvidia.com/object/texture_atlas_tools.html"]http://developer.nvidia.com/object/texture_atlas_tools.html[/url]

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