Questions tagged [sampler-state]
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12 questions
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Make textures look blocky, without antialiasing
I'm interested in how to fix my OpenGL source code so that there is a blocky appearance to the textures - without antialiasing and multisampling, as it was in MS-DOS games. For example, I want the ...
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How to generate mipmaps with min value sampling for Hierarchical Z test (HiZ)?
I'm on the way to add HiZ to my SSR protocol as explained here
I would like to use generatemip, but can't find how to select sampled pixels based on a min value ...
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Downscaling texture via mipmap [closed]
Copied from Computer Graphics SE.
I am implementing a post-processing effect in my DirectX 11 pet renderer. The post-processing pass is implemented by rendering a full-screen quad covered with texture ...
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MonoGame HLSL fx using Multiple Textures
I'm converting an old XNA title to MonoGame and one of the HLSL fx files uses two textures. But no matter what I do, it only ever uses the screen texture while rendering the effect in MonoGame, or ...
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HLSL texture sampler always returns white
I'm facing in problem in HLSL with Monogame that I can't figure out. The gist is that sampling from a texture seems to always return white rather than the texture's actual color. My pixel shader code ...
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OpenGL cubemap binding
I'm experimenting a strange behaviour of textures inside my shaders.
Basically I need and bind two cubemap textures inside my shader but only one gets actually bound.
I've tried swapping the two ...
2
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1
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The Pixel Shader unit expects a Sampler configured for default filtering to be set at Slot 0 [...]
I don't understand this error. The full output being :
The Pixel Shader unit expects a Sampler configured for default
filtering to be set at Slot 0, but the sampler bound at this slot is
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428
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How to sample png heightmap in HLSL
I am working on simple parallax shader and I have problem with sampling height texture for value.
My aproach amples texture and give me RGB values of picture:
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How do I sample a Depth/Stencil Texture in HLSL?
I am shadow mapping in Direct3D 9. I'm trying to avoid rendering depth to a 32-bit render target. So, I've created a depth/stencil texture( a texture w/usage Depth/Stencil ). When I render I do this:
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HLSL: An array of textures and sampler states
The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have ...
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Sprite sheets, Clamp or Wrap?
I'm using a combination of sprite sheets for well, sprites and individual textures for infinite tiling.
For the tiling textures I'm obviously using Wrap to draw the entire surface in one call but up ...
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How to fill/initialize D3D11_SAMPLER_DESC properly?
If I want to set explicitly every parameter of the structure I just do so and that's it. But what if I want to set only some of them and leave the rest with default values? I've seen in some tutorial ...