i have a texture with a DXGI_FORMAT_A8_UNORM format. in hlsl:
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
hlsl texture Sample result?
1 reply to this topic
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Posted 19 May 2012 - 11:10 PM
There's no way to specify the value that you get for channels that aren't present in the texture. In fact I don't think the documentation even specifies what the value should be, so I don' t know if you could even rely on it being 0 on all hardware.