[SOLVED] Texture2D, Mipmaps, and Compression

Hi

I wanted to ask what the trick is to compress a texture with mipmaps correctly at runtime, because I get a strange mimap result when execute a compression. (dxt1 and dxt5)

I marked the area where the real texture mip level 1 is with blue.
Everything works fine when I do not compress the Texture2D.

// TODO mipmaps are not compressed correctly
Texture.Compress(TextureHighCompressionQuality);

Thank you for your input

Your texture is NPOT
Its just filling in the unused pixels by smudging the borders.
Use POTS

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Thx a lot, that works.