• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
greggman

Texture Samplers

4 posts in this topic

There's a feature of DirectX called "samplers" or "sampler state".  A sampler has the clamping/repeating/filtering settings used with a texture. This lets you use the same texture with in 2 different samplers with different settings
 
My experience is, except for the examples in books, I've never seen that ability used. I've never seen a game asset (shipped 17 games) that used a single texture in such a way that 2 samplers would be needed, one with the settings one way and other with the settings another way for the same texture. For the stuff I've worked on there's always been a 1 texture to 1 sampler mapping.
 
Do you know of any games that have needed to use more than 1 sampler for the same texture?
 
If you know of one please name the game and where in the game the feature is used.
0

Share this post


Link to post
Share on other sites

I'm not sure which version of D3D you're referring to, but you should be aware that under 10+ textures and samplers are completely decoupled.  This means that as well as using the same texture with two (or more) different samplers, you can also use the same sampler with two (or more) different textures.  HLSL code might look like:

 

float4 result = texture1.Sample (linearSampler, texcoords1) + texture2.Sample (linearSampler, texcoords2);

 

The usefulness of this is that it allows for sampler state to be set only once and then reused for multiple textures.

 

Worth noting that the same functionality is available under OpenGL (although it isn't exposed in GLSL) using GL_ARB_sampler_objects (which includes a discussion of the rationale behind it).

2

Share this post


Link to post
Share on other sites

Yeah it's not really about using the same texture multiple samplers within a given shader, it's more about decoupling texture state from sampler state. If you use 32 textures but only 4 different sampler configurations then you change a lot less state if the samplers are decoupled. It also lets you author shaders in such a way that you can just decide in code which sampler configuration to use rather than having to to set the state externally with D3D code.

Edited by MJP
1

Share this post


Link to post
Share on other sites

Setting up the sampler states in the shader can give you a finer level in control. They mostly become useful when you have to send multiple textures to the shader at once (as is common with bump/normal mapping, depth map sampling, etc). For instance, with a skybox, texture clamping would be preferred over tiling. It becomes crucial to bind the correct textures to the right sampler states, because some texture formats may not be compatible with certain states.

0

Share this post


Link to post
Share on other sites

Okay guys, I see your point. I've been in GL land for the last few years where all the state that's on a DX10+ sampler is actually directly on the texture. In that land, I've never needed to decouple a texture from a sampler (which I would have to effectively emulate). My artists have never come to given me a file with one texture used multiple ways.  So, the ability to use 2 samplers with 1 texture, while I understand it, isn't something I've ever needed to do. 

 

The ability to use 1 sampler with multiple textures adds something I guess but only because samplers are detached from textures on DX10+. Not because I actually need that functionality. Though I can see how if I did need it and I didn't have it I'd be screwed (would have to duplicate the texture).

 

thanks

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0