I'm trying to render a plane mesh textured with a simple grid pattern, problem is, 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/Wrap filtering):
SamplerState ss = new SamplerState(); ss.Filter = TextureFilter.Point; ss.MaxMipLevel = 0; ss.AddressU = TextureAddressMode.Wrap; ss.AddressV = TextureAddressMode.Wrap; GraphicsDevice.SamplerStates = ss;
I've added some screenshots here!
If anyone has any ideas how to disable mip-mapping for the whole rendering process & make that grid look as sharp and crisp as possible from all angles, I would greatly appreciate it, thanks!