Is bilinear filtering supported? I can render only nearest sampled textures, if I dare to change
float4 color = sample(diffuseMap, float2(interpolatedCoord.x, interpolatedCoord.y), PB3D_NEAREST);
float4 color = sample(diffuseMap, float2(interpolatedCoord.x, interpolatedCoord.y), PB3D_LINEAR);
nothing is drawn!!!!!! Is it still to be supported? It's something so basic and important that's weird that it's not currently working...
For newbies to 3d: bilinear filtering interpolates via GPU the pixel in a texture to make it look decent and not something out of 1993's DOOM ;-)
Also: will Molehill\PixelBender3D support more advanced texture filters like anisotropic ones?
Also, if I dare to use something like "PB3D_LINEAR | PB3D_MIPLINEAR | PB3D_CLAMP | PB3D_2D" my application crashes badly:
[Fault] exception, information=Error: Error #3665: AGAL validation failed: Unknown filter mode in sampler: 2 for source operand 2 at token 6 of fragment program.
Of course there's nothing wrong there, and the error occurs only when using PB3D_LINEAR
I have had the same issue and found a simple workaround.
The fact is, PB3D_MIPNEAREST means PB3D_LINEAR.
So just write something like this:
sample( sTex, float2( vTexCoord.x, vTexCoord.y ), PB3D_MIPNEAREST )
and you will find your texture correctly filtered (I checked the underlying D3D API with PIX for Windows)!