Creating and using my own mipmap of a texture atlas
问题 I'm currently using the automatic mipmap generation (C# + OpenTK): GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); The texture I'm using is tiled into blocks of 16px². So my questions would be: Is it possible to use a mipmap which doesn't get downsized to 1x1? What would be the best way to create a mipmap which doesn't "blur" the blocks into another? 回答1: You mean, using a mipmap chain that doesn't get up to 1x1? You can limit which levels can be used with glTexParameter, see the GL