I am trying to set up my sampler correctly so that textures are filtered the way I want. I want to use linear filtering for both min and mag, and I don't want to use any mipmap at all.
To make sure that mipmap is turned off I set the MipLevels to 1 for my textures.
For the sampler filter I have tried all kind of combinations, but somehow the mag filter works fine while the min filter doesn't seem to work at all. As I zoom out there seems to be a nearest point filter.
Is there a catch in Dx12 that makes my min filter not working?
Do I need to filter manually in my shader? I don't think so since the mag filter works correctly.
My pixel shader is just a simple texture lookup:
textureMap.Sample(g_sampler, input.uv);
My sampler setup looks like this (SharpDX):
sampler = new StaticSamplerDescription()
{
Filter = Filter.MinMagLinearMipPoint,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
ComparisonFunc = Comparison.Never,
BorderColor = StaticBorderColor.TransparentBlack,
ShaderRegister = 0,
RegisterSpace = 0,
ShaderVisibility = ShaderVisibility.Pixel,
};