I'm trying to render a plane mesh textured with a simple grid pattern. The problem is that XNA keeps mip-mapping the texture in horrible, horrible ways.
What I'm trying to achieve is to get this grid to look as close to vector graphics as possible (so anisotropic filtering is out of the question, I must use point filtering):
SamplerState ss = new SamplerState(); ss.Filter = TextureFilter.Point; ss.MaxMipLevel = 0; ss.AddressU = TextureAddressMode.Wrap; ss.AddressV = TextureAddressMode.Wrap; GraphicsDevice.SamplerStates = ss;
I'm loading the mesh, and it's textures, from an
.x file so I don't have control over the specifics of the texture loads. Can I disable mip-mapping for the whole rendering process?