Texture2DArray::Sample(S,float,int,float) function

Samples a texture with an optional value to clamp sample level-of-detail (LOD) values to.

Syntax

DXGI_FORMAT Sample(
  in SamplerState S,
  in float        Location,
  in int          Offset,
  in float        Clamp
);

Parameters

S [in]

A Sampler state. This is an object declared in an effect file that contains state assignments.

Location [in]

The texture coordinates. The argument type is dependent on the texture-object type.

Texture-Object Type Parameter Type
Texture1D float
Texture1DArray, Texture2D float2
Texture2DArray, Texture3D, TextureCube float3
TextureCubeArray float4

 

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. Use an offset only at an integer miplevel; otherwise, you may get results that do not translate well to hardware. The argument type is dependent on the texture-object type. For more info, see Applying Integer Offsets.

Texture-Object Type Parameter Type
Texture1D, Texture1DArray int
Texture2D, Texture2DArray int2
Texture3D int3
TextureCube, TextureCubeArray not supported

 

Clamp [in]

An optional value to clamp sample LOD values to. For example, if you pass 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.

Return value

The texture format, which is one of the typed values listed in DXGI_FORMAT.

See also

Sample methods