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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualfive1mon

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.

#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.

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