• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Generating mipmaps automatically

2 posts in this topic


I am completely new to the mipmapping technique. I have read some documents over the MSDN, but somehow I cannot connect all of the pieces together.

I'd like to have generated mipmaps for my terrain. I have a DDS texture which is loaded by using:

HRESULT CreateDDSTextureFromFile( _In_ ID3D11Device*, _In_z_ const wchar_t*,  _Out_opt_ ID3D11Resource**, _Out_opt_ ID3D11ShaderResourceView**, _In_ size_t maxsize = 0 )

from DirectXTK. So, by reading the document http://msdn.microsoft.com/en-us/library/windows/desktop/bb205131(v=vs.85).aspx I wrote such code:

_result = CreateDDSTextureFromFile( device, filename, &_texture, NULL );
_texture->GetType( &type );
if( type == D3D11_RESOURCE_DIMENSION_TEXTURE2D ) {    
    D3D11_TEXTURE2D_DESC desc;    
    ID3D11Texture2D *pTexture2D = (ID3D11Texture2D*)_texture;    
    pTexture2D->GetDesc( &desc );    
    srvDesc.Format = desc.Format;    
    srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;    
    srvDesc.Texture2D.MipLevels = desc.MipLevels; // when I put here 0 I can't see my terrain    
    srvDesc.Texture2D.MostDetailedMip = desc.MipLevels - 1;    
    ID3D11ShaderResourceView *pSRView = NULL;    device->CreateShaderResourceView( _texture, &srvDesc, &m_texture );}

after that, in the place where I pass resources to shaders I put:

// ...

deviceContext->Unmap( m_lightBuffer, 0 );

// here is what I add, the "texture" is the "m_texture" from the code above
deviceContext->GenerateMips( texture ); 

deviceContext->PSSetConstantBuffers( 0, 1, &m_lightBuffer ); 
deviceContext->PSSetShaderResources(0, 1, &texture); 

// ...

but it doesn't work, when I put to MipLevels 0 as it was written in some document to generate mipmaps my terrain doesn't show up. When I leave it with desc.MipLevels there are no mipmaps. What step did I overlook?

Thank you.


Share this post

Link to post
Share on other sites

Okay you have a few problems here:


1. If you look at the source for the DDS texture loader, you'll see that it creates the texture with the number of mipmaps present in the DDS file. So if it has a full mip chain in the file the texture will have the full mip chain, however if there's only one mip level then your texture will only have 1 mip level. You can't alter the number of mip levels by creating a new shader resource view, the shader resource view can only view the mips that are available in the texture resource.

2. If you read the docs for GenerateMips it says that it can only be called with a texture that was created with D3D11_BIND_RENDER_TARGET and D3D11_RESOURCE_MISC_GENERATE_MIPS. The DDS texture loader does not do this, so it will fail. You should create your device with the D3D11_CREATE_DEVICE_DEBUG flag, which will cause D3D to output error messages when you do things like this.


3. 0 is not a valid parameter for the MipLevels member when creating a shader resource view for a Texture2D. Like I said before, an SRV cannot modify a texture: it just views some portion of a texture. By specifying 0, you're saying "I don't want to be able to view any mip levels of this texture" which obviously doesn't make sense, which is why it's not valid. You should create the device with DEBUG flag, and/or check the return value of CreateShaderResourceView so that you know when a call fails.

When you say "MipLevels 0 as it was written in some document to generate mipmaps", you're probably referring to the documentation for D3D11_TEXTURE2D_DESC which is a completely different structure passed to a different function. The DDS texture loader is what calls CreateTexture2D, so you'll either need to modify that code or create a new texture and copy the data for the first mip level to your new texture. If you do either of those, then you can create the texture with the full mipchain as well as the flags needed for GenerateMips to be called.


Share this post

Link to post
Share on other sites
Thank you for your answer. I have finally solved it an I thought that it will be good to share this to others that are using DirectXTK.
The DirectXTK has another function:

HRESULT CreateDDSTextureFromFileEx( _In_ ID3D11Device* d3dDevice,
                                        _In_z_ const wchar_t* szFileName,
                                        _In_ size_t maxsize,
                                        _In_ D3D11_USAGE usage,
                                        _In_ unsigned int bindFlags,
                                        _In_ unsigned int cpuAccessFlags,
                                        _In_ unsigned int miscFlags,
                                        _In_ bool forceSRGB,
                                        _Out_opt_ ID3D11Resource** texture,
                                        _Out_opt_ ID3D11ShaderResourceView** textureView

to this function I can pass the required flags, as you said the D3D11_BIND_RENDER_TARGET and the D3D11_RESOURCE_MISC_GENERATE_MIPS.

I have created a DDS with custom mipmaps that differs a lot from the original picture, so I could clearly see that on a terrain. When I called GenerateMips the mipmaps from DDS has been hid by the generated ones (I think so :D), so it means that it finally works. Edited by jajcek

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0