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Sampling textures from within a texture shader

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Hi, I'm working on a texture shader that I'd like to be able to sample other textures with. However, it seems it can't sample textures given by Device.SetTexture(), and the TextureShader.SetValue() method doesn't accept Textures like Effect.SetValue() does. Is this possible? Anybody know how to do it? Thanks, Max

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Original post by _Flecko
Hi,

I'm working on a texture shader that I'd like to be able to sample other textures with. However, it seems it can't sample textures given by Device.SetTexture(), and the TextureShader.SetValue() method doesn't accept Textures like Effect.SetValue() does. Is this possible? Anybody know how to do it?

Thanks,
Max


The texture shader virtual machine doesn't handle samplers so you don't get to use texture parameters. You could code up a "texture shader" using the reference rasterizer where you get all the device features. More work (obviously).

Paul

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Ah, thanks. The reference device is (in my experience) too slow for what I'm doing, so I think what I'll do is render a quad with my original texture to another texture, using a pixel shader that does to it what I wanted my texture shader to do.

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