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MigPosada

Nearest Point Filtering not working on a HLSL sampler

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In order to improve graphic quality (i think there are some little artifacts caused by texture filtering) i''m trying to use nearest-point filtering for the normalization cube map. I test it with a 2x2 pixels (per face) cubemap, rendering the normalized light vector (from a point light), and expecting to see some ugly pixel blocks... but it looks just like linear filtering! samplerCUBE s3 = sampler_state { texture = < NormalizationCubeMap >; MipFilter = POINT; MinFilter = POINT; MagFilter = POINT; }; float4 PS(float3 LightDir : TEXCOORD0, float2 TexCoord : TEXCOORD1) : COLOR { // LightDir is NOT normalized float4 color; color.rgb = texCUBE(s3,LightDir); color.a = 1.0; return color; } Any idea of what is happening? P.D. If i am not explaining myself well, please let me know.

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Further testing convince me that point filtering isn''t working for any sort of sampler.

That''s too weird.

Any possible reason?

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I had the same problem with regular textures once. Installing the newest driver helped. I had a radeon 9700 pro card.

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