Is there a way to do this in pixel shader 2.0/3.0? I've got on or off transparency so when the mipmapping level is different the transparency can take up too much of the texture and make it invisible. Or is there a way to manually create the mip maps in XNA 4.0?
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Regarding your Mip selection, I am using a custom texture atlas shader. In my case, the following snippet is accurate enough. You do have to provide it your own texture size.. i.e. you need to know the width X height parameters of the texture you want to "mip". In my case, these are just defines.. If you use dds textures, direct x compatible, they should already have mip levels embedded.
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You do have several alternatives which should be sufficient:
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