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Question by
amirebrahimi · Jan 16, 2013 at 08:07 PM ·
shadertexturedx11
Compute shaders: direct access vs. SampleLevel
Texture2D texture : register(t0);
Does anyone know the difference between directly accessing a texture via an array operator vs. using SampleLevel, disregarding the obvious ability to access mip levels?
Example: texture[i] where i is a uint2 vs texture.SampleLevel(samplertexture, i, 0);
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