Original Post
This is really freaking me out. I had a line of code that looked like this:
Set BumpMapTex = D3DX.CreateTexture(d3ddevice, 1024, 1024, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED)
Then I called a function that would create the bumpmap from a height map, lock the BumpMapTex and shunt the data into it. This all worked fine, but I was getting some visual glitches because manually creating the texture wouldn''t create a mipmap chain. So, I changed the code to this:
Set BumpMapTex = D3DX.CreateTexture(d3ddevice, 1024, 1024, 5, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED)
And this failed in an amusing (and embarrassing) way - I obviously wasn''t filling the data on the mipmap chains, so the close-to terrain was bump-mapped and the stuff further away was flat.
Then I set the line of code back to
Set BumpMapTex = D3DX.CreateTexture(d3ddevice, 1024, 1024, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED)
which is as it was before. But... it hasn''t changed a damned thing. I am still getting bump-mapping close-to and flat further away.
I have scanned the source code for all references to BumpMapTex, and in no way are mipmap levels ever specified other than on that line, which is saying, "0".
Any ideas?