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

Enabling 16x Anisotropic Filtering
Runnur