My vertex shader look like this:
output.pos = float4( (input.tex.xy * 2.0) - 1.0, 0.5, 1.0);
If am trying to read from this texture later:
float3 res = texLightMapUV.Sample(LINEAR_CLAMP, input.tex); return float4(res, 1.0f);
Am getting a small error, its lookes like the texture is too small for the object. So I was thinking it was some kind of offset error when am writing to the texture. So i was trying with:
float offset = (1.0/1024.0)*0.5; input.tex.xy += offset; //input.tex.xy -= offset; //input.tex.xy += float2(offset, -offset);
When i do this its looks better but its not ok,
Am using directx 10.












