Hlsl samplelevel. SampleLevel (samp, float3 (0, 0, 0), 0); uint3 foo = tex.

Hlsl samplelevel . This intrinsic is available in all shader stages. Here are my declarations: SampleLevel (DirectX HLSL Texture Object) Samples a texture using a mipmap-level offset. SampleLevel (samp, float3 (0, 0, 0), 0); uint3 foo = tex. SampleLevel ( sampler_state S, float Location, float LOD [, int Offset] ); This function is similar to Sample except that it uses the LOD level (in the last component of the location parameter) to choose the mipmap level. SampleLevel( sampler_state S, float Location, float LOD [, int Offset] ); Shader Model 6. Syntax YES, but you must use SampleLevel to sample. 使用 mipmap 级别偏移量对纹理采样。 <Template Type> Object. SampleLevel ( sampler_state S, float Location, float LOD [, int Offset] ) ; 此函数类似于 Sample ,只不过它使用位置参数) 的最后一个组件中的 LOD 级别 (来选择 mipmap 级别。 例如,2D 纹理将前两个分量用于 uv 坐标,第三个分量用于 mipmap 级别。 除 Texture2DMS 和 Texture2DMSArray 之外 In my HLSL for Direct3d 11 app, I'm having a problem where the texture. Samples a texture using a mipmap-level offset. Samples a texture using a mipmap-level offset. SampleLevel(S,float,float,int,uint) Samples a texture on the specified mipmap level and returns status about the operation. SampleLevel(S,float,float,int) Samples a texture on the specified mipmap level. SampleLevel::SampleLevel(S,float,float,int,uint) function for Texture2DArray Samples a texture on the specified mipmap level and returns status about the operation. g. bilinear interpolation). <Template Type> Object. You can also load values directly from the texture using mytexture[xy_coord] or texture. either below is ok: uint3 foo = tex. I know my data and parameters are correct because if I use texture. SampleLevel (samp, float2 (0, 0), 0); so SampleLevel has 3 parameters: (sampler s, float location, level L), as opposed to the 2 parameters: (sampler s, float location). Load instead of Sample the value returned is correct. 7 introduces a new SampleCmp texture method to perform the existing Sample/Compare operation with an explicitly specified MIP level of detail (LOD) where a default or implicit level was previously used. Samples a Texture2D on the specified mipmap level and returns status about the operation. Load() which provides values without 'sampling' (e. Sample intrinsic always return 0. sgndm zxjxzi zkzs omevn kvtgmh pmrmf vsnfktsuw zxjngkmv swayj wyurfu