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


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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