The LOD Bias can be any float b.t.w (not steps of 1.0 in my demo)
Before I expand on this any further I'm just writing some Caps checking functions. Send a few type pointers to a few calls then you'll get something like this:
(debug output)
http://www.tomspeed.com/DeviceCaps.txt
>0 = supported
Then simply do:
If (pcaps\RasterCaps And D3DPRASTERCAPS_MIPMAPLODBIAS)
; Safe to tweak the Mipmap LOD Bias
It may seem over the top to get all the caps, but they may come in useful later. I should have done this from the start. (As the blonde bad guy said in Segals 'Under Siege2'..."Assumption is the mother of all f**k ups!") :)
The only downside to using some features is that you may need to do multipass renders to use them exclusively.
Blitz3D renders all non-hidden entitys when RenderWorld is called. To make use of a certain feature on just 1 entity, you would need to render your other entitys, hide them, then show & set the texture stages or whatnot for 'this' entity, render it, e.t.c
Another example would be something Fredborg mentioned, rendering 1 entity with Wireframe:
Render scene, hide scene, show entity, set wireframe shade mode, render, e.t.c.
But there's no harm in trying :)
Cya!
Tom
p.s The more I mess with the SDK, the more sympathy I have for Mark :P
Before I expand on this any further I'm just writing some Caps checking functions. Send a few type pointers to a few calls then you'll get something like this:
(debug output)
http://www.tomspeed.com/DeviceCaps.txt
>0 = supported
Then simply do:
If (pcaps\RasterCaps And D3DPRASTERCAPS_MIPMAPLODBIAS)
; Safe to tweak the Mipmap LOD Bias
It may seem over the top to get all the caps, but they may come in useful later. I should have done this from the start. (As the blonde bad guy said in Segals 'Under Siege2'..."Assumption is the mother of all f**k ups!") :)
The only downside to using some features is that you may need to do multipass renders to use them exclusively.
Blitz3D renders all non-hidden entitys when RenderWorld is called. To make use of a certain feature on just 1 entity, you would need to render your other entitys, hide them, then show & set the texture stages or whatnot for 'this' entity, render it, e.t.c
Another example would be something Fredborg mentioned, rendering 1 entity with Wireframe:
Render scene, hide scene, show entity, set wireframe shade mode, render, e.t.c.
But there's no harm in trying :)
Cya!
Tom
p.s The more I mess with the SDK, the more sympathy I have for Mark :P