I hope someone can help me. I'm having difficulty on 360 with my pixel shader. I have been adapting the normalmap sample, but have come across a problem where the texture appears to be lit oddly. That is, it's as if there is some light behind the view / camera.
It's got to the stage where I commented out all the PixelShader code and left the following line only...
return tex2D(DiffuseTextureSampler, input.texCoord);
I hacked the input.texCoord to pick the same texture value all the time and I get a solid colour all over.
input.texCoord = float2(1,1);
return tex2D(DiffuseTextureSampler, input.texCoord);
So, I'm guessing(!) tex2D is filtering somehow and blacking out the colour relative viewer position. I don't get this on the PC by the way.
Any ideas?