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Sampler States via Spritebatch not being applied #847

Upperfoot opened this Issue Oct 7, 2012 · 6 comments


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5 participants

On current revision it seems like setting the sampler state has been broken, I am using this code to set the samplerstate for the spritebatch, but it seems that it is not being applied. Tried all sampler states and

spriteBatch.Begin(ssm, BlendState.AlphaBlend, Camera.SamplerState,
                        DepthStencilState.None, RasterizerState.CullCounterClockwise, null, view);

The commit I am currently using (where it is broken) is 4d9514e

The working commit for sampler states seems working on acda02b, but I have not narrowed it down to which commit it was actually broken on.

Any help on the issue?


tomspilman commented Oct 8, 2012

What platform are you seeing this issue on?


elisee commented Oct 8, 2012

Possibly relevant pull request (#768) and bug report (#842) for reference.

It was on the windows platform I believe.


shilrobot commented Oct 19, 2012

I posted a comment in bug #842 explaining what I believe is wrong and a possible fix -- basically the GL sampler state modification code is broken. I think both this bug and bug #842 have the same underlying cause.

@tomspilman tomspilman added a commit that referenced this issue Oct 26, 2012

@tomspilman tomspilman Merge pull request #889 from shilrobot/sampler-state-fix
Fix for issue #847, "SamplerStates aren't properly applied when active texture changes"

shilrobot commented Oct 26, 2012

@Upperfoot can take a look and see if latest develop3d fixes this for you?


danzel commented Apr 20, 2014

This works correctly on current Windows GL and DX. Close please

@tomspilman tomspilman closed this Apr 20, 2014

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