If this form is UNORM or FLOAT, the default value for the missing A is 1.0f. It takes the form of the first typed component that is actually present in the texture resource type (starting from the left in RGBA order). The way that this one appears to the shader depends on the texture resource type. The default value for missing components in a texture resource type is zero for any component except the alpha component (A) the default value for the missing A is one. Default Values for Missing Components in a Texture In addition, the return type can be any texture type including a structure but, it must be less than 4 components such as a float1 type which returns one component. The number of components returned must be between 1 and 3 inclusive. Typeģ2-bit float (see Floating-Point Rules for differences from IEEE float)ģ2-bit float in range -1 to 1 inclusive (see Floating-Point Rules for differences from IEEE float)ģ2-bit float in range 0 to 1 inclusive (see Floating-Point Rules for differences from IEEE float) In other words, it can be any of the following types. The return type is the same as the texture resource type ( DXGI_FORMAT). The return type of a texture object method is float4 unless specified otherwise, with the exception of the multisampled anti-aliased texture objects that always need the type and sample count specified. Sample a texture on the specified mipmap level. Sample a texture using a gradient to influence the way the sample location is calculated. Sample a texture (mipmap level 0 only), using a comparison value to reject samples. Sample a texture, using a comparison value to reject samples. Sample a texture, after applying the bias value to the mipmap level. Load data without any filtering or sampling. Get the position of the specified sample. Get the texture dimension for a specified mipmap level. Gets the four samples (red component only) that would be used for bilinear interpolation when sampling a texture. Texture MethodĬalculate the LOD, return a clamped result.Ĭalculate the LOD, return an unclamped result. See the reference page for each method to see what objects can use that method. Texture2D MyTex Įach texture object implements certain methods here's the table that lists all of the methods. Here is an example of declaring a texture object. The number of samples (ranges between 1 and 128). The default type is float4.Īn ASCII string that specifies the texture object name. Any scalar HLSL type or vector HLSL type, surrounded by angle brackets. Shader model 4.1 is available in Direct3D 10.1 or higher.TextureCubeArray is available in shader model 4.1 or higher.The Buffer type supports most texture object methods except GetDimensions.Multisampled objects (Texture2DMS and Texture2DMSArray) require the texture size to be explicitly stated and expressed as the number of samples. Here is the syntax for creating all texture objects (except multisampled objects). Each templated-texture object implements texture sampling methods that take both the texture and the sampler as input parameters. In Direct3D 10, textures and samplers are independent objects.In Direct3D 9, samplers are bound to specific textures.This templated-texture object has a specific format, returns a specific type, and implements several methods.ĭifferences between Direct3D9 and Direct3D10: Yara Rules hidden_cobra_consolidated.In Direct3D 10, you specify the samplers and textures independently texture sampling is implemented by using a templated-texture object.
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