Texture.GenerateMipMaps Method
Request generation of mipmap sublevels for a render target texture.
Namespace: Microsoft.Xna.Framework.Graphics
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
Syntax
public void GenerateMipMaps (
TextureFilter filterType
)
Parameters
- filterType
Determines how the texture will be filtered for each mipmap level.
Exceptions
Exception type | Condition |
---|---|
NotSupportedException | GenerateMipMaps is not supported on Xbox 360. |
Remarks
This method is valid only if ResourceUsage.AutoGenerateMipMap is set when calling the constructor for a render target texture. Setting this flag indicates that mip levels should be generated, but not when they should be generated. For this case, GenerateMipMaps hints to the driver that it should generate sublevels if it has not done so already.
Only the top texture level is accessible to the application, and as a result LevelCount will not be changed after a call to GenerateMipMaps. The texture sublevels are not accessible since the driver creates them only when needed.
Example
In this example, a new Texture2D is created for use as a render target, the data is initialized with a call to ResolveBackBuffer, and the generation of mipmaps for the resolved render target is requested.
Texture2D renderTargetTexture;
renderTargetTexture = new Texture2D(
graphics.GraphicsDevice,
graphics.GraphicsDevice.PresentationParameters.BackBufferWidth,
graphics.GraphicsDevice.PresentationParameters.BackBufferHeight,
0,
ResourceUsage.ResolveTarget | ResourceUsage.AutoGenerateMipMap,
graphics.GraphicsDevice.PresentationParameters.BackBufferFormat,
ResourceManagementMode.Manual
);
graphics.GraphicsDevice.ResolveBackBuffer( renderTargetTexture );
renderTargetTexture.GenerateMipMaps( TextureFilter.Linear );
See Also
Reference
Texture Class
Texture Members
Microsoft.Xna.Framework.Graphics Namespace
Platforms
Xbox 360, Windows XP SP2, Windows Vista