Reputation: 24021
I have a 2D texture formatted as DXGI_FORMAT_R32_FLOAT. In my pixel shader I sample from it thusly:
float sample = texture.Sample(sampler, coordinates);
This results in the following compiler warning:
warning X3206: implicit truncation of vector type
I'm confused by this. Shouldn't Sample return a single channel, and therefore a scalar value, as opposed to a vector?
I'm using shader model 4 level 9_1.
Upvotes: 3
Views: 2237
Reputation: 3584
Either declare your texture as having one channel, or specify which channel you want. Without the <float>
bit, it'll assume it's a 4 channel texture and so therefore Sample will return a float4.
Texture2D<float> texture;
or
float sample = texture.Sample(sampler, coordinates).r;
Upvotes: 3