Yeah, I spoke too soon - I figured that just after I wrote it.It's not that simple, enabling mipmapping won't do anything if the texture (sprite/background/...) you're using doesn't have mipmaps. The mipmaps have to be generated when the texture is created by GM (you would need a checkbox in the sprite/background editor to enable or disable it), you can't do that while you're drawing it.
How about just a "d3d_set_mipmap();" function?
So it would work like any other of those "d3d_set_..." functions.
Let's say I want everything to use mipmaping - I just enable it once, let's say, in the camera object.
But if I want to make specific objects use it, I just enable the mipmapping before drawing the object, and then disable it afterwards, like this:d3d_set_mipmap( 1 ); d3d_draw_block(-s,-s,-s,s,s,s,tex,1,1); d3d_set_mipmap( 0 );Or the other way around - make specific objects not use it.
Is it impossible, or does it cause too many problems?
Either way, I love that You guys are working on this - best of luck!
Edited by EanFox, 06 May 2011 - 05:15 PM.