Questions tagged [sampler-state]
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12 questions
0 votes
0 answers
87 views
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 ...
1 vote
1 answer
354 views
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 ...
1 vote
1 answer
2k views
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 ...
2 votes
1 answer
2k views
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 ...
0 votes
2 answers
7k views
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: ...
0 votes
1 answer
305 views
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 ...