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?