Bilinear texture sampling in compute shader
I'm trying to use the Texture2D::Gather() function to sample a texture with bilinear filtering in a Compute Shader 5.0 kernel. For some reason it always seems to use nearest neighbour. Does anyone have any examples where this works properly?
I'm trying to use the Texture2D::Gather() function to sample a texture with bilinear filtering in a Compute Shader 5.0 kernel. For some reason it always seems to use nearest neighbour. Does anyone have any examples where this works properly?

#1
Posted 11/06/2010 07:40 PM   
I'm trying to use the Texture2D::Gather() function to sample a texture with bilinear filtering in a Compute Shader 5.0 kernel. For some reason it always seems to use nearest neighbour. Does anyone have any examples where this works properly?
I'm trying to use the Texture2D::Gather() function to sample a texture with bilinear filtering in a Compute Shader 5.0 kernel. For some reason it always seems to use nearest neighbour. Does anyone have any examples where this works properly?

#2
Posted 11/06/2010 07:40 PM   
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