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D3D10: set SamplerState.Filter in Effect from application

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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.

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