Auto generate mipmaps
The question is whats the difference between the usage flag D3DUSAGE_AUTOGENMIPMAPS and specifying a zero value for the levels of a texture. The sdk of february 2005 isn't clear on the difference between them to me.
I guess its the same for IDirect3DDevice9::CreateTexture with level 0. I am not allowed to use the D3DX lib for this project.
So if i fill the texture with my texture and mipmap data i would be set?
hr = m_texture->LockRect(i, &lockedrect, NULL, /*i==0?D3DLOCK_DISCARD:0*/0);
I am locking a texture to fill the mipmap levels with data. Only thing is when i D3DLOCK_DISCARD the top level it messes the level up. I get an image that contains the source image multiple times. If the lock flag is 0 for all levels it works, why doesn't it work if I give the 0th level a discard flag?