   mipmapping
  i''d like to know how i can use mipmapping in d3d9, i''ve read the manuals in the d3d sdk documentation, but i''ve know idea how it''s workin, i wanna use automatic generation of bitmaps for example, but the code mentioned there is createtexture(), and for parameters many mipmapping flags but primary i have to create the textures with createtexturefromfile(), and after that i can''t use createtexture() again, ... , please help me i''m very frustrated, thxyoursryu 
  HEEEEEELP !! ;  It''s basically just a question of using D3DXCreateTextureFromFileEx() (in C++, maybe it has a different name in managed directx) and specifying D3DX_DEFAULT as the mipmap levels to create. You can leave almost all of those extra parameters as NULL or D3DX_DEFAULT.Then it should use the generated lower resolution mipmaps whenever suitable automatically. ;quote:Original post by critical   HEEEEEELP !!   Please, if you post a question, don't come back two hours later yelling "HEEEEEELP".  Not everyone lives to answer messages on these boards.Like Fidelio66 said, you can use D3DXCreateTextureFromFileEx to calculate your mipmap levels.  You can also use D3DXCreateTextureFromFile as it will also create all the mipmap levels you need but with a few less parameters to worry about.Also, you can generate mipmap levels from an already loaded texture by calling IDirect3DTexture9::GenerateMipSubLevels.Make sure that you specifically enable mipmapping for the particular texture stage you're using.neneboricua   [edited by - neneboricua19 on February 18, 2004 2:37:09 PM];  There''s a nice mip-mapping sample at Code-Sampler Muhammad Haggag ;  thx i''ll see, sorry for the help post :D 