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It turns out that an effect passed to SpriteBatch.Begin must follow specific conventions: Texture2D<float4> Texture : register(t0); // SpriteBatch expects that default texture sampler parameter will have name 'TextureSampler' sampler TextureSampler : register(s0); // SpriteBatch expects that default vertex transform parameter will have name ...


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Anisotropic filtering does not alter the size of the texture. Anisotropic filtering allows the texture to be probed at a different rate on each axis, versus isotropic filtering (linear, bilinear, trilinear...) which must be probed at the same rate on each axis. Anisotropic filtering is primarily to solve the problem of texture blurring at highly oblique ...



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