   Does D3D10 Support trilinear PCF?
  I was looking at the documentation and it looks like you can specify MIN_MAG_MIP_LINEAR for a sampler and then sample with SampleCmp. Would this result in tri-linear percentage closer filtering? (assuming you have a mip-mapped depth buffer). Has anyone tried this out?  I'm still using D3D9, but I might be making the switch soon.   
  I've not personally tried it out, but from memory I'm pretty sure the SampleCmp intrinsic is intended to be a standardised way of exposing PCF functionality.Probably best check the Nvidia/ATI SDK's for further examples...hthJack   ;  It definately supports bilinear PCF, but I'm wondering about tri-linear from a mipmapped/volume texture or even multi-sample anisotropic PCF. It definatly looks like the API supports it, but I was hoping someone had tried it out on some of the latest hardware.  