I am currently using automatic mipmap creation (C # + OpenTK):
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
The texture I'm using is broken into blocks of 16 pixels. Therefore, my questions will be as follows:
- Is it possible to use a mipmap that does not decrease to 1x1?
- What would be the best way to create a mipmap that does not “blur” blocks in another?
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