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Editorial Team
Asked: May 16, 20262026-05-16T07:43:17+00:00 2026-05-16T07:43:17+00:00

I’m currently using the automatic mipmap generation (C# + OpenTK): GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); The texture I’m

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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 1×1?
  • What would be the best way to create a mipmap which doesn’t “blur” the blocks into another?
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  1. Editorial Team
    Editorial Team
    2026-05-16T07:43:18+00:00Added an answer on May 16, 2026 at 7:43 am

    You mean, using a mipmap chain that doesn’t get up to 1×1? You can limit which levels can be used with glTexParameter, see the GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL and GL_TEXTURE_MAX_LEVEL parameters.

    I don’t understand your second question, if you mean using your own generated mipmaps, see the level parameter of glTexImage2D, with it you can upload your own mipmaps, filtered in any way.

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