tex2Dlod
Samples a 2D texture with mipmaps. The mipmap LOD is specified in t.w.
ret tex2Dlod(s, t) |
---|
Parameters
Item | Description |
---|---|
s |
[in] The sampler state. |
t |
[in] The texture coordinate. |
Return Value
The value of the texture data.
Type Description
Name | In/Out | Template Type | Component Type | Size |
---|---|---|---|---|
s | in | object | sampler2D | 1 |
t | in | vector | float | 4 |
ret | out | vector | float | 4 |
Minimum Shader Model
This function is supported in the following shader models.
Shader Model | Supported |
---|---|
Shader Model 3 (DirectX HLSL) and higher shader models | yes |
Shader Model 2 (DirectX HLSL) | no |
Shader Model 1 (DirectX HLSL) | no |
Remarks
Starting with Direct3D 10, you can use new HLSL syntax to access textures and other resources. You can replace intrinsic-style texture lookup functions, such as tex2Dlod, with a more object-oriented style. In this object-oriented style, textures are decoupled from samplers and have methods for loading and sampling.
To sample a 2D texture, instead of using tex2Dlod as in this code:
sampler S;
...
color = tex2Dlod(S, Location);
Use the SampleLevel method of a Texture Object as in this code:
Texture2D MyTexture;
SamplerState MySampler;
...
color = MyTexture.SampleLevel(MySampler, Location, LOD);
To use the intrinsic-style texture lookup functions, such as tex2Dlod, with shader model 4 and higher, use D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY to compile. However, if you want to target shader model 4 and higher (even *_4_0_level_9_*) with newer object-oriented style code, migrate to the newer HLSL syntax.