Thanks.
Edit: To clarify, what can I put in sampler state filter, addressU/V, etc. - What are the valid values for each sampler state variable, or where can I find them? (Plus an explanation)
Edited by Narf the Mouse, 27 October 2012 - 08:51 PM.
Posted 27 October 2012 - 08:28 PM
Edited by Narf the Mouse, 27 October 2012 - 08:51 PM.
Posted 28 October 2012 - 02:15 AM
Posted 28 October 2012 - 10:08 AM
Thank you. I spent most of yesterday trying to compact my terrain vertices down to a single index value, and the only remaining problem seems to have to do with the texture heightmap I'm using to generate data for the pixel shader.See the topic "Sampler Type (DirectX HLSL)" in the documentation. Quoting:
"The right side of each expression is the value assigned to each state. See the D3D10_SAMPLER_DESC structure for the possible state values for Direct3D 10. There is a 1 to 1 relationship between the state names and the members of the structure."
D3D9 and later differ in the fact that later API versions logically separate samplers and textures (so that you can use one sampler state for many textures or vice versa), whereas in D3D9 instances of a texture and a sampler state are tightly coupled.