I have this line in my Vertex Shader:
float4 Colors = tex2Dlod(ElevationSampler, float4(0, 0, 0.0f, 1.0f));
I'm expecting to see R:33,G:33,B:33,A:0, but instead I get 4 floats that are incredibly small (ie -2.14177722E+38).
I've gone after the data in my Texture2D directly (in C#) to test:
Texture.GetData<Color>(0, new Rectangle(0, 0, 10, 1), xx, 0, 10);
Texture.GetData<float>(0, new Rectangle(0, 0, 10, 1), yy, 0, 10);
When getting a "Color", I get exactly what I want. However, if I get a "float", the call returns what I see in the Vertext Shader.
How can I get the Vertex Shader to give me the real RGB colors and not the exponential
I've got to be missing something simple.
Thanks.