SampleBias (DirectX HLSL Texture Object)
Samples a texture, after applying the input bias to the mipmap level.
<Template Type> Object.SampleBias( sampler_state S, float Location, float Bias [, int Offset] );
Parameters
Item | Description | ||||||||||
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Object |
Any texture-object type (except Texture2DMS and Texture2DMSArray). |
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S |
[in] A Sampler state. This is an object declared in an effect file that contains state assignments. |
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Location |
[in] The texture coordinates. The argument type is dependent on the texture-object type.
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Bias |
[in] The bias value, which is a floating-point number between -16.0 and 15.99, is applied to a mip level before sampling. |
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Offset |
[in] An optional texture coordinate offset, which can be used for any texture-object type; the offset is applied to the location before sampling. The texture offsets need to be static. The argument type is dependent on the texture-object type. For more info, see Applying texture coordinate offsets.
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Return Value
The texture's template type, which may be a single- or multi-component vector. The format is based on the texture's DXGI_FORMAT.
Minimum Shader Model
This function is supported in the following shader models.
vs_4_0 | vs_4_1 | ps_4_0 | ps_4_1 | gs_4_0 | gs_4_1 |
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x | x |
- TextureCubeArray is available in Shader Model 4.1 or higher.
- Shader Model 4.1 is available in Direct3D 10.1 or higher.