Here's how to disable filtering.

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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