Hi !
I’ve made a shader to render a defined MipMap level into a RenderTarget, in order to have a feedback of all the MipMap level for a given texture. (I don’t know if GetData allows to get a level ?)
But the level 9 seems as good as the level 0 !
Ex: (The mouse hase moved a little between the 2 screenshots)
Lv0
There are versions of the RenderTarget2D constructor that have a mipmap parameter. If set to true mipmaps will automatically be filled with downsampled images whenever you change the render target.
Are you using DirectX or OpenGL? At least with DirectX it should work. In case you’re building MonoGame from source, the relevant code is in GraphicsDevice.DirectX.cs in PlatformResolveRenderTargets(). You could put a breakpoint there to see if _d3dContext.GenerateMips() gets called.
My bad. You pointed me to the right direction. I checked all my RenderTarget, and Murphy’s law was applicable: somewhere I recreated (Why ? Dont’ ask me I dont remember) the rendertarget, but without mipmapping (Why again ?)
Thanks to all for your help. I’ll go sleeping, it seems I need some rest.