I am just started to write a new Direct3D texture filter tester to test my managed Direct3D 10 layer. As I have no D3D10 hardware yet I was forced to use the Refrast. I was surprised that it used a new algorithm to calculate the mipmap lod.
Disclaimer: The refrast I used for this image is still in Beta and subjected to change.
Disclaimer: The refrast I used for this image is still in Beta and subjected to change.