When using HalfSingle
/Single
format for my Texture2D
, XNA complains that sampling must be set to PointClamp
, and this makes my texture look jagged. I am actually using this to pass depth data to the shader, so I am trying to get a better dynamic range than simply using RGBA grayscale values.
If I use Color
or Bgra
, then I basically only have 255 levels. If I encode the depth values as color pixels, then I can enable antialiasing, but then it doesn't work correcly because the sampler treats each byte/nibble separately when lerping.
Question:
Is there a way to tell HLSL to sample my floating point texture using anti-aliasing filters, or do I need to write the shader myself?