@skyemaidstone wrote:
I realised that adjusting the sampler states using:
sampler ShadowMapSampler = sampler_state { Texture = <ShadowMap>; minfilter = point; magfilter = point; mipfilter = point; };
Doesn't seem to do anything in MonoGame.
So I used (in the C# code):
var pointsampler = new SamplerState { AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, Filter = TextureFilter.Point, }; GraphicsDevice.SamplerStates[0] = linearsampler;
And in the HLSL:
sampler ShadowMapSampler : register(s0);
My question is: How do I set the texture part like I used to?
I would have been able to just sample using:
distanceStoredInDepthMap = tex2D(ShadowMapSampler, lightSamplePos);
But I can't because there's no texture set in the sampler.
I'm confused.
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