enter image description here

enter image description here

the first picture is the texture I'm using. and the second is result. problem!

the model file it self is no problem. I think the mode is problem.

I saw uv coordinates is more than 1.

what kind of sampler state I should use?

I used default sampler state that is wrap mode for u,v,w.

  • \$\begingroup\$ Can you show us the UV unwrap being used on the model? Also, I see you've tagged this question "rendertexture" — are you using a RenderTexture here (ie. a texture that's being generated at runtime as the output of another rendering process)? If so, you should include details of how you're dynamically populating the texture. \$\endgroup\$
    – DMGregory
    Commented Sep 6, 2017 at 16:19
  • \$\begingroup\$ Oh.. I thought it was about texturing. Sorry. \$\endgroup\$ Commented Sep 6, 2017 at 19:16
  • \$\begingroup\$ what.. I'm confused... default is clamp mode... thanks my man it's solved \$\endgroup\$ Commented Sep 6, 2017 at 19:40

1 Answer 1


I searched MSDN AND I saw default sampler is wrap. But! that was XNA not dx11 if you don't setting your sampler state it's fine dx11 will set default sampler state.

check here what is default state https://msdn.microsoft.com/en-us/library/windows/desktop/ff476207(v=vs.85).aspx thank you DMGregory. I just find this out when I'm trying to fill D3D11_SAMPLER_DESC structure


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