Using this DDS loader:
I'm fairly confident the mipmaps aren't being used. I edited each one and wrote numbers on them, I tried zooming in and out (using perspective) and scaling, and it always stayed the same image.
From what I have read, OpenGL is supposed to automatically select which mipmap to use, so I shouldn't have to write any separate code for the mipmaps?
I've only just noticed this because I'm trying to implement anisotropic filtering, which I added in the region "Set texture parameters"
GL.TexParameter(TextureTarget.Texture2D, DirectCast(ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, TextureParameterName), 16)
Removing it, doesn't do anything either.