Achieve anisotropic filtering
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by
fedab
on Game Development
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Published on 2014-06-03T12:35:32Z
Indexed on
2014/06/03
15:59 UTC
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I want to set anisotropic filtering to my scene. I use SharpDX (DirectX 11) and C#.
How do i set up anisotropic filtering in my shader?
Currently i try that in the shader:
Texture2D tex;
sampler textureSampler = sampler_state
{
Texture = (tex);
MipFilter = Anisotropic;
MagFilter = Anisotropic;
MinFilter = Anisotropic;
MaxAnisotropy = 16;
};
float4 PShader(float4 position : SV_POSITION, float4 color:COLOR, float2 tex0 : TEXCOORD0) : SV_TARGET
{
float4 textureColor;
textureColor = tex.Sample(textureSampler, tex0) * color;
return textureColor;
}
I get my object, textured, but it is not filtered anisotropic. I can write everything in the Parameters, even invalid things and i don't get any errors. The result is the same, objects without applied anisotropic filtering.
Do i have to set that in the shader? Can i do that also with SamplerState? I tested that but i didn't get a result too.
Some steps what i have to set would be helpful.
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