Thanks for the info guys. I'm getting the shimmering from the texture itself. An extreme example would be a texture with a black background and white gridlines. For a texture like that I'd have to drop the levels so the white becomes grey (say 0.5 instead of 1.0) and gaussian blur it, I can also make sure the gridlines aren't too thin. Even after doing that I'd still get some shimmering.
I switched to trilinear by doing this:
d3d_device->SetSamplerState(0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR);
d3d_device->SetSamplerState(0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR);
d3d_device->SetSamplerState(0,D3DSAMP_MIPFILTER,D3DTEXF_LINEAR);
...and it made a pretty big difference, but some lines still wink in and out a little.
I'm making my mips like this:
d3d_device->CreateTexture(width,height,0,D3DUSAGE_AUTOGENMIPMAP|D3DUSAGE_DYNAMIC,D3DFMT_A8R8G8B8,D3DPOOL_DEFAULT,&texture,NULL);
texture->GenerateMipSubLevels();
Am I on the right track using gaussian blur to prefilter ? Is there another filter that will eliminate only the high frequencies, so it won't blur everything ?
Thanks again.