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 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()) ...