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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How can I read the smallest mipmap back to the CPU after calling generateMips?

I'm implementing an adaptive tonemapper based on the standard "scale down the luminance map to a 1x1 texture" approach. This is my code following the rendering of the luminance map: //Average the ...
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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 ...
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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 ...