A rendering technique that uses more texture memory to achieve faster texture lookups by rendering far-away objects with a lower resolution version of the texture. It also reduces aliasing artifacts.

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500 views

How do I generate a mipmap for a texture loaded from a stream?

I am loading a Texture2d from a stream: public static Texture2D GetTexture(GraphicsDevice dev, System.Drawing.Bitmap bmp) { Texture2D texture; using (MemoryStream s = new MemoryStream()) ...
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280 views

Using textureGrad for anisotropic integration approximation

I'm trying to develop a real time rendering method using real time acquired envmap (cubemap) for lightning. This implies that my envmap can change as often as every frame and I therefore cannot use ...
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DirectX 11 GenerateMips only works with premultiplied alpha?

The GenerateMips method in the ID3D11DeviceContext allows generation of mipmaps at runtime, which is fine for fully opaque textures. However, when this method is used with transparent textures that do ...
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tex2Dlod to limit max mip level to use for a texture (atlas)

I'm developing a 3D multitexturing terrain engine in C# on Monogame (XNA) plateform. I would like my engine works on Windows XP or upper, so on DirectX 9c minimum. Monogame allow me to build a DirectX ...