In direct x 11, how do you tell the computer you want to build mips with
a min operator instead of an average?
I looked on google, and in the sdk help, but I couldnt find anything
except a filter setting you could pick in
It doesnt seem to even exist… but in this quadtree displacement
mapping thing I looked up, it has it, I wonder if it was for dx9?
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I don’t think you can do that with the automatic mip generation. You
would have to generate the mips yourself, with your own shader to do the
Thanks for reply.
I was afraid of that, I actually attempted it with sorry results, got
any tips for when I go do it again? (sampler settings, general
Downsample from each mip to the next lower-res one, so you’re always
going by a factor of 2. Then it’s easy; you just do a full-screen pass,
and in the pixel shader you sample with a half-texel offset to the upper
left, upper right, lower left, lower right. (Half a texel of the source
texture, quarter of a texel of the destination.) Use nearest-neighbor
got it, wasnt that hard. thankyou kindly.