Quasar said:DrawPim already mentioned that one, but came to a different conclusion as to whether the content to be filtered is influencing the behaviour of texture filtering applied.
DrawPrim said:Mips should be similar; however they could differ enough that they would want to detect the differences and adjust the filtering aggressiveness. I've already said that the MS conformance tests will use wildly different mips levels (vertical bars, horizontal bars, etc) to detect filtering problems. My guess is that if you created mips levels that aren't colored but are just very different, you'd see the same behavior.
As far as I read that, he's saying what I'm saying.
There are several ways mip-map levels can be provided - for example the graphics board can make them automatically, the application can generate them at load time from the base texture, or the developer can go to the trouble of providing each individual mip level already, and not generate them on the fly from the base texture.
It appears to me that what DrawPrim is saying is that if you create an app that supplies the mip levels, but instead of providing normal ones (that would just be lower detail versions of the base texture), provide ones with very different information then the output you see would be similar to what you see when coloured mips are enabled. If you supplied normal mips from the base texture, or let the graphics board / application generate them, then you will probably see the same results as you do when you are looking at in game images.