You are able to change the sampling state any time you wish.
Because you're modifying the filters for textures that are minified (opposite of magnified), you should see the difference of the texture from a distance.
You can try using the same texture of the same size drawn far away from the camera but change the sampler state for each one.
dx9_programmer
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The difference is very clear when you use small or large textures.
Here is an example of mapping a 4x4 texture onto a square where each side is 1.0 long and the screen width is 640x480. The left square is drawn using nearest-point sampling. The one on the right is drawn using bilinear texture filtering.
The purpose is to show how mapping a very small texture (ie. 4x4) onto a large primitive can affect the outcome. When a texture is magnified, many pixels can be mapped to one texel which can create a chunky appearance. It is best to avoid nearest-point sampling and use bilinear filtering. Bilinear texture filtering will use the weighted average of the 4 closests texels to draw onto the pixel.
http://imageshack.us/photo/my-images/840/texturefilters.jpg/
The left square is exactly what the 4x4 texture looks like with red, green, blue, and white squares in the center.
To see the result of minification, try drawing a large texture onto a small primitive. When I say small I mean on the screen.
For anistropic sampling, it can be used with bilinear filtering to improve the quality of textures. Anisotropy is the result of the primitive being drawn at an angle which can distort the texels of the object.
I recommend reading DirectX documentation provided with the DirectX SDK for more about texture filtering.
dx9_programmer
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Question Answered as of 7 Months Ago by
dx9_programmer