Quote: "The default filtering of dbp is linear. I want to change it to point. But it is not working with the lightmap shader.
yes it is evolved lightmap shader. "
For which texture? The base texture, the lightmap, or both?
In each case you will need to check this bit of the shader:
//--------------
// Textures
//--------------
texture BaseTX <string Name="";>;
sampler2D Base = sampler_state {texture = <BaseTX>;};
texture BlendTX <string Name="";>;
sampler2D Blend = sampler_state {
texture = <BlendTX>;
MagFilter = Linear;
MinFilter = Point;
MipFilter = None;
};
texture ColoTX <string Name="";>;
sampler2D Colo = sampler_state {texture = <ColoTX>;};
I don't know which is meant to be the lightmap but that snippet declares three textures: the first and the third, i.e. BaseTX and ColoTX rely on the default filtering mode in their samplers whereas the second, i.e. BlendTX, has some of the filtering turned off. I guess you might want to turn off filtering (and mipmapping) for the lightmap because adjacent pixels in the lightmap might have nothing to do with each other in terms of the model so filtering, i.e. averaging, their values wouldn't make sense.
I suggest you add the filtering modes to the samplers for the first and third samplers and see which modes give the results you want.
The settings in the shader will override those set in DBPro.