Hi,
When I create a texture using the code below the mip maps always come out as a solid color, how can i generate proper mip maps from the texture
TextureImage =
new Texture(device, ii.Width, ii.Height, 5, Usage.None, format, Pool.Managed);SurfaceLoader.FromSurface(TextureImage.GetSurfaceLevel(0), textureTexture.GetSurfaceLevel(0), Filter.None, 0);
TextureImage.GenerateMipSubLevels();
Thanks for any help, -Dave