Hi there,
I got a problem with sampling a texture in shaders with filter set to linear.
I have a texture which was rendered by previous passes and it contains data I needed in next pass. The texture format is A8R8G8B8 and it's in Default pool.
To sample this texture to get the data in shader, I created a sampler with MipFilter, MagFilter and MinFilter all set to Linear since I need some "smooth" fill effects. It works pretty well in one of my machine with GeForce 8600 video card, however when I run the same program in a machine with GeForce 6200 card, the result is really bad. The texture looks not smooth.
I was wondering if the linear filter doesn't work because of the device capability, so I changed the filter to Point and the result is discrete and worse than linear. So it looks linear interpolation did work, however I can't find a clue about why it looks different with different cards.
Anyone has any ideas on this kind of problems? If this is a device capability issue, can anyone point to me what kind of capabilities can affect the linear interpolation result?
Thanks!