max mipmap level

Hi!

is it possible to specify a max MipMap level with MonoGame? (something like GL_TEXTURE_MAX_LEVEL in OpenGL)

I’m rendering a terrain with tiled textures and it looks awful once the lower resolution mipmaps are used.

Don’t you love when you have a problem and realize that you had the same problem 6 years ago? :joy:

JFTR (when I need it again in 2028) this time I’ve found out that I can set the MaxMipLevel field in the SamplerState creation, and then replace “desc.MaximumLod = float.MaxValue;” with “desc.MaximumLod = MaxMipLevel;” in SamplerState.DirectX.cs for a quick fix.