I needed mip maps on my tfx shader, no problem, can set it something like this in the tfx code:
pass P1 <bool mips=true;>
My question is do you have to always explicitly hard code this behaviour? is there anyway to set up the tfx to simply mimic the mip status of it’s input?
Since generating mips is expensive, I decided to have it explicitely specified (in case you need them or not).
One nice option that I’ll add is at least to generate mips on last pass as a toggle, since that’s generally quite useful. I’ll add that one on my todo list.