Manual Binding of SamplerStates and Resources

I'm trying to use pure HLSL without using the effect framework. Since in DX10, a sampler slot is not binded to the same texture slot, I don't know how to manually bind a sampler state and a resource to a peculiar slot.

I suppose the syntax should be something like:

Texture2D MyTexture : register( ? );
// ? = t0 to bind to resource slot 0 ?

SamplerState MySampler : register( ? );
// ? = s0 to bind to sampler state slot 0 ?

What is the correct syntax?

Thanks.

[502 byte] By [PascalMignot] at [2008-2-10]
# 1

Texture slots are described with t#'s, samplers with s#'s. Example:

Texture2D t : register(t0);

The new d3d10 texture intrinsics operate on a texture object and take a sampler as input:

<T>.sample(s, location)*

Thanks,

-Sam

SamZ.Glassenberg at 2007-9-3 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Direct3D 10...