New answers tagged

1

Create your mipmapped texture as a rendertarget. Then grab the surfaces of each Mip level you want to render to like this: D3DXCreateTexture( device, width, height, numMips, D3DUSAGE_RENDERTARGET, texFormat, D3DPOOL_DEFAULT, &texture ); texture->GetSurfaceLevel( 0, &mipLevel0 ); texture->GetSurfaceLevel( 1, &mipLevel1 ); ...



Top 50 recent answers are included