Enabling 16x Anisotropic Filtering

Hi,

What should just be a quick question, how do I enabled 16x Aniso filtering I'm using basic effect to draw a single textured square, the texture is a dds with all the mip levels already calculated. Currently I believe it's using Linear MipFilter and it looks awful/blurry in the distance. I've tried the lines:

GameEngine.manager.GraphicsDevice.SamplerStates[0].MipFilter = TextureFilter.Anisotropic;

GameEngine.manager.GraphicsDevice.SamplerStates[0].MaxAnisotropy = 16;

But this ends up causing a DriverInternalErrorException when it comes to using the device a few lines later :

device.VertexDeclaration = new VertexDeclaration(GameEngine.manager.GraphicsDevice, VertexPositionNormalTexture.VertexElements);

is the line that ends up throwing this Exception.

Any ideas

Many thanks,

Adam Miles



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Enabling 16x Anisotropic Filtering

  • Runnur

    You should leave the MipFilter set to Linear, but set MinFilter and MagFilter to Anisotropic.


  • Enabling 16x Anisotropic Filtering