I'm trying to mix atlas and mipmapping for a kind of Minecraft editor I'm doing. Everything looks good until I reach the smaller mipmaps of the atlas texture, where obviously all the textures are mixed into one, looking horrible at the distance.

With OpenGL I'd use glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, n); to avoid this problem, but I'm unable to find the DirectX equivalent. Is it possible to do this in DirectX?

Thanks in advance


1 Answer 1


Of course, hours searching for clues, and few minutes after posting the question I find the answer :P

Most similar way to do what I want to do is MaxLOD of D3D10_SAMPLER_DESC:



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