hlsl texture Sample result?,
Members - Reputation: 107
Posted 18 May 2012 - 10:14 PM
float4 color = tex.Sample(sample_state, Texcoord.xy);
then i got the color with a correct alpha channel result and the each r/g/b channel result of 0.
is there any way to get other specified rgb result, when the texture's DXGI_FORMAT has no rgb channel component? thx
Moderators - Reputation: 17899
Posted 19 May 2012 - 11:10 PM