   D3D10 - MipMap Generation (manually)
  Hi,I need to generate a mipmap-pyramid in a specific way.It's called "maximum mipmap pyramid" and is generated the following way:Each texel in this pyramid is the maximum of the corresponding 2 × 2texels in the next ﬁner level.I tried to figure out, how the mipmap levels are generated when using the autogeneration method by setting the 3rd argument of  "CreateTexture", as it would save my time if I could generate my maximum mipmap pyramid just by using the autogeneration method. But I wasn't able to find anything on the generation algorithm, so i decided to generate the mipmaps myself.When looking for some examples I only found some using DirectX 9 or lower.Even the documentation only has an article for Direct3D 9 (Texture Filtering with Mipmaps (Direct3D 9)).As this and the other examples use IDirect3DSurface9, which seems to be a Direct3D 9 objectI am writing to ask you how to generate mipmap-levels manually in Direct3D 10.Has anything changed or should I do it the DirectX 9 way as shown in the documentation?Thanks in advancebest regards,useru   