之前在用dxlib来做3D游戏,做到VSM(Variance Shadow mapping)的时候,不知道如何使用Hardware filtering .。  原文是使用Glsl ( Make good use of hardware PCF filtering on NVidia by using shadow sampling functions in the shader )   找了好久的资料都搞不定,苦逼学生党,伤不起啊
完结了............原来才3.0之前的版本是不支持
Anisotropic texture filtering is not supported, hence D3DSAMP_MAXANISOTROPY is ignored and D3DTEXF_ANISOTROPIC cannot be set for magnify, or minify for these stages.