Samplers
The sampler, as specified before, determines how the texture is supposed to return a color based on a position.
Most of the properties specified in the function are beyond the scope of this article. However, this should be a good preset in the general case.
result = renderer->device->lpVtbl->CreateSamplerState (
renderer->device,
&(D3D11_SAMPLER_DESC){
.Filter = D3D11_FILTER_ANISOTROPIC,
.AddressU = D3D11_TEXTURE_ADDRESS_WRAP,
.AddressV = D3D11_TEXTURE_ADDRESS_WRAP,
.AddressW = D3D11_TEXTURE_ADDRESS_WRAP,
.MaxAnisotropy = 16,
.MaxLOD = FLT_MAX
},
&renderer->sampler
);
if ( !SUCCEEDED ( result ) )
RETURN_ERROR(-1, "CreateSamplerState failed (0x%08X)", result );