Microsoft DirectX 8.0 (C++) |
Texture sampling and filtering operations are controlled by the standard texture stage states for minification, magnification, mip filtering, and the wrap addressing modes. For more information, see Texture Stage States.
This information is not available to the driver at shader compile time, so shaders must be able to continue operation when this state changes. The texture type—texture, cube texture, or volume texture—is specified explicitly in the shader syntax. The application is responsible for setting only textures of the correct type during shader execution. Setting a texture of the incorrect type during shader execution will produce unexpected results.