Thanks MJP. Maybe you're right, I've seen examples of both implementations?
However that didn't solve my problem but I found another solution. It turned out that I had to set the sampler on the application side (PSSetSamplers). This was only the case for
SamplerComparisonState, all other samplers worked fine when declared in the shader. The reason I didn't try that sooner was that it got a little tricky to do that in our engine framework. I don't know why this is happening but maybe there's some minor driver bug? I'm using ATI hardware.
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#1five1mon
Posted 07 June 2012 - 08:38 AM
Thanks MJP. Maybe you're right, I've seen examples of both implementations?
However that didn't solve my problem but I found another solution. It turned out that I had to set the sampler on the application side (PSSetSamplers). This was only the case for
SamplerComparisonState, all other samplers worked fine when declared in the shader. The reason I didn't try that sooner was that it got a little tricky to do that in our engine framework. I don't know why this is happening but maybe there's some minor driver bug? I'm using ATI hardware.
However that didn't solve my problem but I found another solution. It turned out that I had to set the sampler on the application side (PSSetSamplers). This was only the case for
SamplerComparisonState, all other samplers worked fine when declared in the shader. The reason I didn't try that sooner was that it got a little tricky to do that in our engine framework. I don't know why this is happening but maybe there's some minor driver bug? I'm using ATI hardware.