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The mipmap operations are in the Image/Texture package/project in the source code, it theoretically belongs to the editor side and should not be used at runtime. But if you drill down, you might find a few methods to load texture with mips. |
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I'm just making a game where I need to generate a mipmaps from a loaded texture
Texture.Load(EnviromentPack.graphics,File.OpenRead(OutputPath), TextureFlags.RenderTarget,GraphicsResourceUsage.Immutable,true);
The problem is that I can't find a way to generate mipmaps.
With the textures loaded in the inspector you can generate them but you can't with loaded ones.
This is what the game looks like without mipmaps
(Yes, it's a minecraft clone)
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