Jump to content
  • Advertisement
Sign in to follow this  
B_old

D3D10: set SamplerState.Filter in Effect from application

This topic is 3502 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I want to set the texture filter in the SamplaterState of an Effect from the application. I tried this, but it did not work:
int g_textureFilter;
int g_maxAnisotropy;

SamplerState g_sampler
{
    Filter = g_textureFilter;
    MaxAnisotropy = g_maxAnisotropy;
};

It tells me, that only literal right-hand side assignments are allowed. Something like what I try to do here was possible in d3d9. How am I supposed to change the texture filter? Thanks for the help.

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!