Day ending, just wanted to give the last result.
so mip maping works, doing it in the render thread. It seems i’m not able to render on the background thread, just loading stuff.
When i try to render i get the throw from Threading.ensureuithread or something, so i will have to look for a way to do it by setting the data of the loaded texture, with that i can use a background thread to do it, (really important, these textures need to be loaded at runtime after content loading), from what i saw on github there was a guy that contributed that code so i need to look into that.
now even with mipmaped textures, i’m getting some issues.
result
that is the bloomComponent on an image that is a power of 2. this image is really far from the point of view, and its only blurred 'cos the problem gets more visible.
So to me this looks like a texture filtering problem, but i don’t really know, if there is movement to the texture, those artifacts are really visible.
I hope someone here knows what is happening, i need to get this working.
Thanks, Roger.