i want to use SampleLevel to use different mipmap levels manually but its not working as below image shows:
as the picture shows it always use level 0 texture!
here is my code for loading a texture i use Directx Textue tool for loading also i use dx11:
HR(DirectX::CreateDDSTextureFromFileEx( AngelCore::AngelSubSystemResources::GraphicDeviceResources::Device.Get(), path.c_str(),MAXSIZE_T,D3D11_USAGE_DEFAULT, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,0, D3D11_RESOURCE_MISC_GENERATE_MIPS,false, m_textureResource.GetAddressOf(), m_textureView.GetAddressOf()));
also i create my sampler state with below options:
D3D11_FILTER_ANISOTROPIC,D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_WRAP , D3D11_TEXTURE_ADDRESS_WRAP, D3D11_COMPARISON_ALWAYS
what is the problem?