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Mipmaps not used with multiplied texture coordinates

3 posts in this topic

Hello all


I am currently facing an odd issue with mipmaps. The terrain im rendering has several layers of textures and they are not all scaled the same. Therefore i have created my shader like this:

cbuffer DataBuffer : register(c1)
	float4 texScale;


	float4 tex1 = texture0.Sample(texSampler, texCoord * texScale.x);
	float4 tex2 = texture1.Sample(texSampler, texCoord * texScale.y);
	float4 tex3 = texture2.Sample(texSampler, texCoord * texScale.z);
	float4 tex4 = texture3.Sample(texSampler, texCoord * texScale.w);

The problem is, that this generates extremely bad results, it almost seems like the mipmaps are not used at all, see:



This also holds true if the buffer containing texScale holds 4 times the value 1 (verified using 2 different frame inspectors)


If i change the code to this:

	float4 tex1 = texture0.Sample(texSampler, texCoord);
	float4 tex2 = texture1.Sample(texSampler, texCoord);
	float4 tex3 = texture2.Sample(texSampler, texCoord);
	float4 tex4 = texture3.Sample(texSampler, texCoord);

It looks ok:



This is extremely strange especially when i see that texScale is also 1/1/1/1 and then it creates completely wrong results.


For the verification, see:


Is there something im missing about texture sampling?


Thanks in advance,


Edited by Plerion

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Beware that it's very slow, but will always produce correct results according to the D3D spec.

Off topic: The only caveat here being that multithreaded context behavior is not easily reproduced on the reference device, so if you have bug due to multithreading the reference device won't help you!


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