   restoring signed result from tex2D and manual debugging
  Dear Experts,I am storing a large array of coefficients using a texture. I define texture with D3DPOOL_DEFAULT. I copy the coefficient array into this texture by getting a lock D3DLOCK_RECT to this texture. The coefficients contain negative numbers as well. I read that tex2D outputs in the range of 0 to 1. So how can I recover my coefficients as signed integers ?Secondly I want to use some debug strings in my code (manual debugging). How can I check the contents of a variable ? Because the OutputDebugString only prints strings and not the contents of a variable. I am a bit new to directx so please dont mind my questions ?   