Values i read in PS are incorrect - When i set it like that :
float2 uvdata = tex2D(Sampler_uvdata, input.TextureCoordinate).rg;
float4 color = 0.0f;
color.rg = uvdata.rg;
return color;
it displays pure yellow image... (TextureUsage.AutoGenerateMipMap) or black (lol) when TextureUsage.None... ;(
EDIT :
DarthCheesiest -> still, the same :/
EDIT2 : Im so happy and the error was simply stupid :D I found that i use 2048.0f / x but SHOULD use x / 2048... mm yeah... I wonder why it worked with .Color format O_o