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Questions tagged [sampler-state]

0 votes
0 answers
87 views

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 ...
black4joss's user avatar
1 vote
1 answer
354 views

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 ...
ivokabel's user avatar
  • 113
1 vote
1 answer
2k views

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 ...
Grimelios's user avatar
  • 589
2 votes
1 answer
2k views

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 ...
PinkTurtle's user avatar
0 votes
2 answers
7k views

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: ...
P. Avery's user avatar
  • 575
0 votes
1 answer
305 views

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 ...
David's user avatar
  • 101