basically, i'm trying to map a tiled texture to my mesh, according to msdn
D3D11_TEXTURE_ADDRESS_WRAP Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.
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here's my shader code:
....
Texture2D gDiffuseMap;
.....
SamplerState gAnisotropicSam
{
Filter = ANISOTROPIC;
AddressU = wrap;
AddressV = wrap;
};
...
float4 PS ( VS_OUT pIn ) : SV_Target
{
float4 diffuse = gDiffuseMap.Sample ( gAnisotropicSam, pIn.texC * 3 ); //<----
return diffuse;
}
it works fine without the * 3, but with it, and since im using wrap address modes, shouldn't it be tiled after multiplication? here's my result:
looks like the clamp mode? note that when i remove the multiplication, i get the texture mapped to the whole quad (well, terrain..), so the mesh uv's are fine, what's going on there? (im using Direct3D 11)
Thanks.