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Question by
Roy Awesome · Oct 15, 2013 at 08:15 AM ·
texturetexture2dprocedural-generationtextureing
Removing mipmap levels?
So, I'm doing something funky with the mipmaps of a texture, and I want to only have like...5 mipmap levels. Anything past that loses too much detail, and I want to cap it there.
Is there a way to do this? I'm procedurally generating the texture mipmaps, so importing a .dds is not going to work for me.
(It's a 1024x1024 texture, so by default it has 10 mipmap levels).
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