Original Post
Hi! i want to use mipmaps for my terrain, but i think i always forget something as thex dont work.. D3DXCreateTextureFromFileEx( renderer->Device, Dateiname, D3DX_DEFAULT, D3DX_DEFAULT, levels, 0, D3DFMT_UNKNOWN, Pool, D3DX_FILTER_POINT, D3DX_FILTER_POINT, 0, NULL, NULL, &t); Thats the way im loading my texture (a 1024x1024 grayscale png used as a heightmap) levels usually is 4 und the pool is Managed. then im using the texture in my vertex shader: float zf_zd = tex2Dlod(ElevationSampler, float4(uv, 0, CurLevel)); But it just doesnt user the level i want it to use... (always level0 i think) did i do something wrong, or did i forget to do something (before i draw my primives i just set the texture and set the values of the constant tables)