All Content
Blogs
Forums
News
Tutorials
Log In
Sign Up
Login
Username / Email
Password
Remember me
Forgot password?
Login
or
Don't have a GameDev.net account?
Sign up
Forgot your password?
Email Address
Reset Password
Please contact us if you have any trouble resetting your password.
Home
Blogs
Forums
News
Portfolios
Projects
Tutorials
42
users logged in
New?
Learn about game development
.
Before posting, review our
community guidelines
.
Follow Us
Chat in the
GameDev.net Discord!
Mastodon
Back to Graphics and GPU Programming
DirectX11 mip mapping
Graphics and GPU Programming
Programming
Started by
Visje
September 06, 2012 10:10 AM
30
comments, last by
Visje
11 years, 7 months ago
Prev
Erik Rufelt
5,903
September 07, 2012 03:15 PM
You should be able to call GenerateMips only once at load time also, right after UpdateSubresource, and during frame-time use the exact same code as before when mip-levels was 1.
Cancel
Save
Advertisement
Visje
109
Author
September 07, 2012 03:19 PM
I'll do that. Thanks
Cancel
Save
Prev
This topic is closed to new replies.
Advertisement
Popular Topics
How do you manage yourself and your time as years pass on?
GDNet Lounge
Too many managers?
General and Gameplay Programming
The promise of freedom in story games
Game Design and Theory
Facebook Ads for sales on steam, does it work?
Games Business and Law
New Generated Constructor & JIT Issue
AngelCode
Inheriting from application registered class
AngelCode
Advertisement
Recommended Tutorials
Rock, paper and scissors
Game Design and Theory
AI In Empire-Based Games
Artificial Intelligence
Win32 Assembly Part 1
General and Gameplay Programming
When is Unity REALLY unloading your assets from memory?
General and Gameplay Programming
The "KISS" Dependency Injection Way in Unity
General and Gameplay Programming
Reticulating splines
About GameDev.net
Community Guidelines
Terms of Service
Privacy Policy
Contact Us
Copyright (c) 1999-2024 GameDev.net, LLC
Back to Top