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DX11 DirectX 11 mipmaps implementation

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Helo guys, I try to turn on opacity texture. In close model look good, but in the distance I see artifacts. Maybe mipmaps help ? I try to turn on this mipmap but I dont known that this work ? This is clip on yt : 


//ZeroMemory( &info, sizeof(info) );
info.MipLevels=D3DX11_DEFAULT ;

D3DX11CreateShaderResourceViewFromFile( d3d11Device,sw,&info, NULL, &texture, NULL );//diffuse
D3DX11CreateShaderResourceViewFromFile( d3d11Device,sw,&info, NULL, &texture2, NULL );/opacity

D3D11_SAMPLER_DESC sampDesc;
ZeroMemory( &sampDesc, sizeof(sampDesc) );
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
d3d11Device->CreateSamplerState( &sampDesc, &CubesTexSamplerState );//sampler state of textures

//This call per frame

//PS fragment
if(opacity.Sample( ObjSamplerState, input.UVcord ).x>=0.5)psOut.Color=diffuse.Sample( ObjSamplerState, input.UVcord );
else clip(psOut.Color.a-1.1);

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