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