本文整理匯總了C#中SharpDX.Direct3D11.SamplerState類的典型用法代碼示例。如果您正苦於以下問題:C# SamplerState類的具體用法?C# SamplerState怎麽用?C# SamplerState使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。
SamplerState類屬於SharpDX.Direct3D11命名空間,在下文中一共展示了SamplerState類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
示例1: Initialize
public void Initialize(Device Device)
{
_shaderSolution=ROD_core.ShaderBinding.GetCompatibleShader(this);
layout = new InputLayout(Device, _shaderSolution.shaders_bytecode[Shaders.VertexShader], mesh._vertexStream.vertexDefinition.GetInputElements());
mesh.Load(Device);
material.LoadTextures(Device);
sampler = new SamplerState(Device, new SamplerStateDescription()
{
Filter = Filter.MinMagMipLinear,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = new SharpDX.Color4(0,0,0,1),
ComparisonFunction = Comparison.Never,
MaximumAnisotropy = 16,
MipLodBias = 0,
MinimumLod = -float.MaxValue,
MaximumLod = float.MaxValue
});
List<Shaders> actual_shaders = (from sh in _shaderSolution.shaders_bytecode select sh.Key).ToList<Shaders>();
foreach (Shaders sh in actual_shaders)
{
ShaderReflection _shaderReflection = new ShaderReflection(_shaderSolution.shaders_bytecode[sh]);
int buffers_count = _shaderReflection.Description.ConstantBuffers;
SharpDX.Direct3D11.Buffer[] _buffers = new SharpDX.Direct3D11.Buffer[buffers_count];
for (int i = 0; i < buffers_count; i++)
{
ConstantBuffer cb_buffer = _shaderReflection.GetConstantBuffer(i);
_buffers[i] = new SharpDX.Direct3D11.Buffer(Device, cb_buffer.Description.Size, ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
}
_shaderSolution.shaders_buffers[sh] = _buffers;
}
}
示例2: WorldTerrainShader
public WorldTerrainShader(Device device)
{
var vertexShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "TerrainVertexShader", "vs_4_0", ShaderFlags);
var pixelShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "TerrainPixelShader", "ps_4_0", ShaderFlags);
VertexShader = new VertexShader(device, vertexShaderByteCode);
PixelShader = new PixelShader(device, pixelShaderByteCode);
Layout = VertexDefinition.PositionTexture.GetInputLayout(device, vertexShaderByteCode);
vertexShaderByteCode.Dispose();
pixelShaderByteCode.Dispose();
ConstantMatrixBuffer = new Buffer(device, MatrixBufferDesription);
var samplerDescMap = new SamplerStateDescription
{
Filter = Filter.MinMagMipPoint,
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Clamp,
AddressW = TextureAddressMode.Clamp,
MipLodBias = 0,
MaximumAnisotropy = 1,
ComparisonFunction = Comparison.Always,
BorderColor = Color.Transparent,
MinimumLod = 0,
MaximumLod = float.MaxValue
};
SamplerStateMap = new SamplerState(device, samplerDescMap);
}
示例3: PathShader
public PathShader(Device device)
{
var vertexShaderByteCode = ShaderBytecode.CompileFromFile(FileName, "VS", "vs_4_0", ShaderFlags);
var pixelShaderByteCode = ShaderBytecode.CompileFromFile(FileName, "PS", "ps_4_0", ShaderFlags);
var geometryShaderByteCode = ShaderBytecode.CompileFromFile(FileName, "GS", "gs_4_0", ShaderFlags);
VertexShader = new VertexShader(device, vertexShaderByteCode);
PixelShader = new PixelShader(device, pixelShaderByteCode);
GeometryShader = new GeometryShader(device, geometryShaderByteCode);
Layout = VertexDefinition.Path.GetInputLayout(device, vertexShaderByteCode);
vertexShaderByteCode.Dispose();
pixelShaderByteCode.Dispose();
geometryShaderByteCode.Dispose();
ConstantMatrixBuffer = new Buffer(device, MatrixBufferDesription);
ConstantPathDataBuffer = new Buffer(device,
new BufferDescription
{
Usage = ResourceUsage.Dynamic,
SizeInBytes = Utilities.SizeOf<PathData>(),
BindFlags = BindFlags.ConstantBuffer,
CpuAccessFlags = CpuAccessFlags.Write,
OptionFlags = ResourceOptionFlags.None,
StructureByteStride = 0
});
SamplerState = new SamplerState(device, WrapSamplerStateDescription);
}
示例4: SibenikMaterial
public SibenikMaterial(Device device, TweakBar bar, String name)
: base(device, bar, name)
{
bar.AddColor(Prefix + "diffuse", "Diffuse", name, new Color3(1, 1, 1));
bar.AddColor(Prefix + "specular", "Specular", name, new Color3(1, 1, 1));
bar.AddFloat(Prefix + "shininess", "Shininess", name, 1, 256, 64, 0.1, 2);
bar.AddFloat(Prefix + "brightness", "Brightness", name, 0, 15000, 5, 50, 2);
pixelShader = Material.CompileShader(device, "sibenik");
constantBuffer = Material.AllocateMaterialBuffer(device, BufferSize);
sampler = new SamplerState(device, new SamplerStateDescription()
{
ComparisonFunction = Comparison.Always,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
Filter = Filter.Anisotropic,
BorderColor = Color4.Black,
MaximumAnisotropy = 16,
MaximumLod = 15,
MinimumLod = 0,
MipLodBias = 0,
});
}
示例5: CreateDeviceDependentResources
protected override void CreateDeviceDependentResources()
{
RemoveAndDispose(ref vertexBuffer);
RemoveAndDispose(ref indexBuffer);
// Retrieve our SharpDX.Direct3D11.Device1 instance
var device = this.DeviceManager.Direct3DDevice;
// Load texture (a DDS cube map)
textureView = ShaderResourceView.FromFile(device, "CubeMap.dds");
// Create our sampler state
samplerState = new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Clamp,
AddressW = TextureAddressMode.Clamp,
BorderColor = new Color4(0, 0, 0, 0),
ComparisonFunction = Comparison.Never,
Filter = Filter.MinMagMipLinear,
MaximumLod = 9, // Our cube map has 10 mip map levels (0-9)
MinimumLod = 0,
MipLodBias = 0.0f
});
Vertex[] vertices;
int[] indices;
GeometricPrimitives.GenerateSphere(out vertices, out indices, Color.Gray);
vertexBuffer = ToDispose(Buffer.Create(device, BindFlags.VertexBuffer, vertices));
vertexBinding = new VertexBufferBinding(vertexBuffer, Utilities.SizeOf<Vertex>(), 0);
indexBuffer = ToDispose(Buffer.Create(device, BindFlags.IndexBuffer, indices));
totalVertexCount = indices.Length;
}
示例6: TextureShader
public TextureShader(Device device)
{
var vertexShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "TextureVertexShader", "vs_4_0", ShaderFlags);
var pixelShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "TexturePixelShader", "ps_4_0", ShaderFlags);
VertexShader = new VertexShader(device, vertexShaderByteCode);
PixelShader = new PixelShader(device, pixelShaderByteCode);
Layout = VertexDefinition.PositionTexture.GetInputLayout(device, vertexShaderByteCode);
vertexShaderByteCode.Dispose();
pixelShaderByteCode.Dispose();
ConstantMatrixBuffer = new Buffer(device, MatrixBufferDesription);
// Create a texture sampler state description.
var samplerDesc = new SamplerStateDescription
{
Filter = Filter.Anisotropic,
AddressU = TextureAddressMode.Mirror,
AddressV = TextureAddressMode.Mirror,
AddressW = TextureAddressMode.Mirror,
MipLodBias = 0,
MaximumAnisotropy = 16,
ComparisonFunction = Comparison.Always,
BorderColor = new Color4(1, 1, 1, 1),
MinimumLod = 0,
MaximumLod = 0
};
// Create the texture sampler state.
SamplerState = new SamplerState(device, samplerDesc);
}
示例7: ProjectiveTexturingShader
public ProjectiveTexturingShader(Device device)
{
var shaderByteCode = new ShaderBytecode(File.ReadAllBytes("Content/DepthAndProjectiveTextureVS.cso"));
vertexShader = new VertexShader(device, shaderByteCode);
geometryShader = new GeometryShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorGS.cso")));
pixelShader = new PixelShader(device, new ShaderBytecode(File.ReadAllBytes("Content/DepthAndColorPS.cso")));
// depth stencil state
var depthStencilStateDesc = new DepthStencilStateDescription()
{
IsDepthEnabled = true,
DepthWriteMask = DepthWriteMask.All,
DepthComparison = Comparison.LessEqual,
IsStencilEnabled = false,
};
depthStencilState = new DepthStencilState(device, depthStencilStateDesc);
// rasterizer states
var rasterizerStateDesc = new RasterizerStateDescription()
{
CullMode = CullMode.None,
FillMode = FillMode.Solid,
IsDepthClipEnabled = true,
IsFrontCounterClockwise = true,
IsMultisampleEnabled = true,
};
rasterizerState = new RasterizerState(device, rasterizerStateDesc);
// constant buffer
var constantBufferDesc = new BufferDescription()
{
Usage = ResourceUsage.Dynamic,
BindFlags = BindFlags.ConstantBuffer,
SizeInBytes = Constants.size,
CpuAccessFlags = CpuAccessFlags.Write,
StructureByteStride = 0,
OptionFlags = 0,
};
constantBuffer = new SharpDX.Direct3D11.Buffer(device, constantBufferDesc);
// user view sampler state
var colorSamplerStateDesc = new SamplerStateDescription()
{
Filter = Filter.MinMagMipLinear,
AddressU = TextureAddressMode.Border,
AddressV = TextureAddressMode.Border,
AddressW = TextureAddressMode.Border,
//BorderColor = new SharpDX.Color4(0.5f, 0.5f, 0.5f, 1.0f),
BorderColor = new SharpDX.Color4(0, 0, 0, 1.0f),
};
colorSamplerState = new SamplerState(device, colorSamplerStateDesc);
vertexInputLayout = new InputLayout(device, shaderByteCode.Data, new[]
{
new InputElement("SV_POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
});
}
示例8: TerrainMinimapShader
public TerrainMinimapShader(Device device)
{
var vertexShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "MinimapTerrainVertexShader", "vs_4_0", ShaderFlags);
var pixelShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "MinimapTerrainPixelShader", "ps_4_0", ShaderFlags);
VertexShader = new VertexShader(device, vertexShaderByteCode);
PixelShader = new PixelShader(device, pixelShaderByteCode);
Layout = VertexDefinition.TerrainVertex.GetInputLayout(device, vertexShaderByteCode);
vertexShaderByteCode.Dispose();
pixelShaderByteCode.Dispose();
ConstantMatrixBuffer = new Buffer(device, MatrixBufferDesription);
ConstantSelectionBuffer = new Buffer(device, new BufferDescription
{
Usage = ResourceUsage.Dynamic,
SizeInBytes = Utilities.SizeOf<SelectionBuffer>(),
BindFlags = BindFlags.ConstantBuffer,
CpuAccessFlags = CpuAccessFlags.Write,
OptionFlags = ResourceOptionFlags.None,
StructureByteStride = 0
});
var samplerDescBorder = new SamplerStateDescription
{
Filter = Filter.Anisotropic,
AddressU = TextureAddressMode.MirrorOnce,
AddressV = TextureAddressMode.Clamp,
AddressW = TextureAddressMode.Clamp,
MipLodBias = 0,
MaximumAnisotropy = 16,
ComparisonFunction = Comparison.Always,
BorderColor = Color.Transparent,
MinimumLod = 0,
MaximumLod = float.MaxValue
};
// Create the texture sampler state.
SamplerStateBorder = new SamplerState(device, samplerDescBorder);
var samplerDescColor = new SamplerStateDescription
{
Filter = Filter.Anisotropic,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
MipLodBias = 0,
MaximumAnisotropy = 16,
ComparisonFunction = Comparison.Always,
BorderColor = Color.Transparent,
MinimumLod = 0,
MaximumLod = float.MaxValue
};
// Create the texture sampler state.
SamplerStateColor = new SamplerState(device, samplerDescColor);
}
示例9: CreateDeviceDependentResources
/// <summary>
/// Create any device dependent resources here.
/// This method will be called when the device is first
/// initialized or recreated after being removed or reset.
/// </summary>
protected override void CreateDeviceDependentResources()
{
// Ensure that if already set the device resources
// are correctly disposed of before recreating
RemoveAndDispose(ref axisLinesVertices);
// Retrieve our SharpDX.Direct3D11.Device1 instance
var device = this.DeviceManager.Direct3DDevice;
// Load texture
textureView = ToDispose(ShaderResourceView.FromFile(device, "Texture.png"));
// Create our sampler state
samplerState = ToDispose(new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = new Color4(0, 0, 0, 0),
ComparisonFunction = Comparison.Never,
Filter = Filter.MinMagMipLinear,
MaximumAnisotropy = 16,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0.0f
}));
// Create xyz-axis arrows
// X is Red, Y is Green, Z is Blue
// The arrows point along the + for each axis
axisLinesVertices = ToDispose(Buffer.Create(device, BindFlags.VertexBuffer, new[]
{
/* Vertex Position Texture UV */
// ~45x10
-1f, 0f, 0f, 1f, 0.1757f, 0.039f, // - x-axis
1f, 0f, 0f, 1f, 0.1757f, 0.039f, // + x-axis
0.9f, -0.05f, 0f, 1f, 0.1757f, 0.039f,// arrow head start
1f, 0f, 0f, 1f, 0.1757f, 0.039f,
0.9f, 0.05f, 0f, 1f, 0.1757f, 0.039f,
1f, 0f, 0f, 1f, 0.1757f, 0.039f, // arrow head end
// ~135x35
0f, -1f, 0f, 1f, 0.5273f, 0.136f, // - y-axis
0f, 1f, 0f, 1f, 0.5273f, 0.136f, // + y-axis
-0.05f, 0.9f, 0f, 1f, 0.5273f, 0.136f,// arrow head start
0f, 1f, 0f, 1f, 0.5273f, 0.136f,
0.05f, 0.9f, 0f, 1f, 0.5273f, 0.136f,
0f, 1f, 0f, 1f, 0.5273f, 0.136f, // arrow head end
// ~220x250
0f, 0f, -1f, 1f, 0.859f, 0.976f, // - z-axis
0f, 0f, 1f, 1f, 0.859f, 0.976f, // + z-axis
0f, -0.05f, 0.9f, 1f, 0.859f, 0.976f,// arrow head start
0f, 0f, 1f, 1f, 0.859f, 0.976f,
0f, 0.05f, 0.9f, 1f, 0.859f, 0.976f,
0f, 0f, 1f, 1f, 0.859f, 0.976f, // arrow head end
}));
axisLinesBinding = new VertexBufferBinding(axisLinesVertices, Utilities.SizeOf<float>() * 6, 0);
}
示例10: LightShader
public LightShader(Device device)
{
var vertexShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "LightVertexShader", "vs_4_0", ShaderFlags);
var pixelShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "LightPixelShader", "ps_4_0", ShaderFlags);
VertexShader = new VertexShader(device, vertexShaderByteCode);
PixelShader = new PixelShader(device, pixelShaderByteCode);
Layout = VertexDefinition.PositionTextureNormal.GetInputLayout(device, vertexShaderByteCode);
vertexShaderByteCode.Dispose();
pixelShaderByteCode.Dispose();
ConstantMatrixBuffer = new Buffer(device, MatrixBufferDesription);
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
var lightBufferDesc = new BufferDescription
{
Usage = ResourceUsage.Dynamic, // Updated each frame
SizeInBytes = Utilities.SizeOf<LightBuffer>(), // Contains three matrices
BindFlags = BindFlags.ConstantBuffer,
CpuAccessFlags = CpuAccessFlags.Write,
OptionFlags = ResourceOptionFlags.None,
StructureByteStride = 0
};
ConstantLightBuffer = new Buffer(device, lightBufferDesc);
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
var cameraBufferDesc = new BufferDescription
{
Usage = ResourceUsage.Dynamic, // Updated each frame
SizeInBytes = Utilities.SizeOf<CameraBuffer>(), // Contains three matrices
BindFlags = BindFlags.ConstantBuffer,
CpuAccessFlags = CpuAccessFlags.Write,
OptionFlags = ResourceOptionFlags.None,
StructureByteStride = 0
};
ConstantCameraBuffer = new Buffer(device, cameraBufferDesc);
// Create a texture sampler state description.
var samplerDesc = new SamplerStateDescription
{
Filter = Filter.Anisotropic,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
MipLodBias = 0,
MaximumAnisotropy = 16,
ComparisonFunction = Comparison.Always,
BorderColor = new Color4(0, 0, 0, 0),
MinimumLod = 0,
MaximumLod = 10
};
// Create the texture sampler state.
SamplerState = new SamplerState(device, samplerDesc);
}
示例11: InitializeInternal
protected override void InitializeInternal()
{
var descr = new SamplerStateDescription
{
AddressU = GetTextureAddressMode(Settings.WrapU),
AddressV = GetTextureAddressMode(Settings.WrapV),
AddressW = GetTextureAddressMode(Settings.WrapW),
Filter = GetFilterType(Settings.Filter)
};
SamplerState = new SamplerState(DeviceManager.Device, descr);
}
示例12: PassThroughFilter
public PassThroughFilter(Device device)
{
this.pixelShaderByteCode = ShaderBytecode.CompileFromFile("Graphics/PassThrough.hlsl", "pixel", "ps_4_0", ShaderFlags.OptimizationLevel1, EffectFlags.None, null, null);
this.pixelShader = new PixelShader(device, this.pixelShaderByteCode, null);
this.sampler = new SamplerState(device, new SamplerStateDescription
{
MaximumAnisotropy = 16,
Filter = SharpDX.Direct3D11.Filter.Anisotropic,
AddressU = TextureAddressMode.Clamp,
AddressV = TextureAddressMode.Clamp,
AddressW = TextureAddressMode.Clamp,
MinimumLod = 0f,
MaximumLod = 100f
});
}
示例13: FontShader
public FontShader(Device device)
{
var vertexShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "FontVertexShader", "vs_4_0", ShaderFlags);
var pixelShaderByteCode = ShaderBytecode.CompileFromFile(ShaderFileName, "FontPixelShader", "ps_4_0", ShaderFlags);
VertexShader = new VertexShader(device, vertexShaderByteCode);
PixelShader = new PixelShader(device, pixelShaderByteCode);
Layout = VertexDefinition.PositionTextureColor.GetInputLayout(device, vertexShaderByteCode);
vertexShaderByteCode.Dispose();
pixelShaderByteCode.Dispose();
ConstantMatrixBuffer = new Buffer(device, MatrixBufferDesription);
SamplerState = new SamplerState(device, WrapSamplerStateDescription);
}
示例14: CreateDeviceDependentResources
/// <summary>
/// Create any device dependent resources here.
/// This method will be called when the device is first
/// initialized or recreated after being removed or reset.
/// </summary>
protected override void CreateDeviceDependentResources()
{
base.CreateDeviceDependentResources();
// Ensure that if already set the device resources
// are correctly disposed of before recreating
RemoveAndDispose(ref triangleVertices);
RemoveAndDispose(ref textureView);
RemoveAndDispose(ref samplerState);
// Retrieve our SharpDX.Direct3D11.Device1 instance
var device = this.DeviceManager.Direct3DDevice;
// Create a triangle
triangleVertices = ToDispose(Buffer.Create(device, BindFlags.VertexBuffer, new[] {
/* Vertex Position, normal, Color, UV */
// Modified normals to work with Curved PN-Triangles
new Vertex(new Vector3(0.75f, 0f, -0.001f), Vector3.Normalize(Vector3.UnitZ + Vector3.UnitX - Vector3.UnitY), Color.Black, new Vector2(1.0f, 1.0f)), // Base-right
new Vertex(new Vector3(-0.75f, 0f, -0.001f),Vector3.Normalize(Vector3.UnitZ - Vector3.UnitX - Vector3.UnitY), Color.Black, new Vector2(0.0f, 1.0f)), // Base-left
new Vertex(new Vector3(0f, 1.5f, -0.001f), Vector3.Normalize(Vector3.UnitZ + Vector3.UnitY), Color.Black, new Vector2(0.5f, 0.0f)), // Apex
}));
triangleBinding = new VertexBufferBinding(triangleVertices, Utilities.SizeOf<Vertex>(), 0);
// Load texture
textureView = ToDispose(ShaderResourceView.FromFile(device, "Texture2.png"));
// Create our sampler state
samplerState = ToDispose(new SamplerState(device, new SamplerStateDescription()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
BorderColor = new Color4(0, 0, 0, 0),
ComparisonFunction = Comparison.Never,
Filter = Filter.MinMagMipLinear,
MaximumAnisotropy = 16,
MaximumLod = float.MaxValue,
MinimumLod = 0,
MipLodBias = 0.0f
}));
}
示例15: Initialize
/// <summary>
/// Binds the effect shader to the specified <see cref="Device"/>.
/// </summary>
/// <param name="device">The device to bind the shader to.</param>
/// <returns>If the binding was successful.</returns>
public bool Initialize(Device device)
{
try
{
matrixBuffer = new Buffer(device, Matrix.SizeInBytes * 3, ResourceUsage.Dynamic, BindFlags.ConstantBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0) {DebugName = "Matrix buffer"};
using (var bytecode = ShaderBytecode.CompileFromFile("Shaders/Texture.vs", "TextureVertexShader", "vs_4_0"))
{
layout = new InputLayout(device, ShaderSignature.GetInputSignature(bytecode), TextureDrawingVertex.VertexDeclaration) { DebugName = "Color vertex layout" };
vertexShader = new VertexShader(device, bytecode) { DebugName = "Texture vertex shader" };
}
using (var bytecode = ShaderBytecode.CompileFromFile("Shaders/Texture.ps", "TexturePixelShader", "ps_4_0"))
{
pixelShader = new PixelShader(device, bytecode) { DebugName = "Texture pixel shader" };
}
var samplerDesc = new SamplerStateDescription
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
Filter = Filter.ComparisonMinMagMipLinear,
MaximumAnisotropy = 1,
MipLodBias = 0f,
MinimumLod = 0,
MaximumLod = float.MaxValue,
BorderColor = Color.LimeGreen,
ComparisonFunction = Comparison.Always
};
pixelSampler = new SamplerState(device, samplerDesc);
texture = new Texture();
return texture.Initialize(device, "Textures/dirt.dds");
}
catch (Exception e)
{
MessageBox.Show("Shader error: " + e.Message);
return false;
}
}