   MipMapping of 3D texture & more
  Hello.Here is, frankly, 3 questions accumulated. 1. I have a 3d texture as a set of 2d textures - it's quite fast to choose the texture you need and sample only once, also, good to use hardware linear blend between layers.   But there is a need to build mip-maps for the texture, but without blending along 3rd dimension. I.e.: 512x512x4 -> 256x256x4 -> 128x128x4 et.c.. Automatic mip-maps shrinks all 3 dimensions.  512x512x4 -> 256x256x2 -> ..  Is it possible at all at hardware level? And if yes, how to build such a map, if no, any other ideas how to store set of textures and have all the benefits I enumerated? 2. How to create floating point textures outside [0-20] range ([0-20] allows to do Photoshop). I'm mostly interested in negative ranges. 3. Related to the 1st, is there any tool which helps to build completely manual mip-maps for complex data (texture is a data & data couldn't be just linearly blended - there some custom calculations needed)  These questions quite specific, IMHO, maybe gdnet community can help.   
  1) AFAIK a hard no. You will want to be looking into texture arrays.2) Don't, you can just scale and bias (eg - 10 * 10 for [-100 100]) as a postprocess   ;  Oh, I see.. 1. Sorry, but do you have a simpliest example of using 2D textures array? Google directs me either to the DX10, or to some 'maybe, probably' discussions without HLSL examples.2. Yes, I do decompression, however for a fullscreen pixel shader I wanted to remove redundant operation.Thanks.