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
jedi knight CYMember Since 22 Jan 2010
Offline Last Active May 28 2012 10:19 AM
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