Ehh. Direct3D isn't popular on this forum, but I'd try to ask my question. I have weird problem. I have old project from 2006 year, I need to modernize, i.e. port to new framework. Project itself works properly, that proves, that problem isn't with my computer. And this old project allows me to port it via just copy-pasting parts of old code to new framework. But when everything related to Direct3D was ported, problems with textures started. OpenGL works properly with the same textures, i.e. problem isn't with textures themselves.
Symptoms: when texture is enabled, it looks like it's downsampled to 1x1 one. I.e. red-blue checker board texture looks like solid pink color.
In most cases it means some problems with mipmaps. But this problems should be solved via changing filtering. And it doesn't help. Right texture "pitch" and no access violations suggest, that size and format of texture are right ones.
I tried everything. All filtering options, all texture options, all auto mipmap generation options, all rendering states, that could affect textures - nothing helps. Debugging shows, that all necessary parts of code are called. In old project there two set of options - anisotropic and no anisotropic. And both work properly. I tried them both in new project. No success. What can be wrong?
P.S. I can't post my code here. Project is complex, full working code is big and posting some parts of it is pointless.