   [DirectX 10] Using MSAA textures in pixel shader
  I'm trying to use a MSAA texture in pixel shader using Load function but it always return a (0.0f,0.0f,0.0f,0.0f) float4 vector...I'm sure that the texture as values because I ran my program in PIX and the texture is ok.This is how I'm using the texture in my shader: Texture2DMS<float4, 8> normalMapThis is part of my pixel shader: float4 normalData = normalMap.Load(pIn.TexC, 0)
  Just making an assumption here, but is pIn.TexC a normalized texture coordinate (having a [0..1] domain)? If so, that might be the problem, because Load assumes the absolute pixel coordinates. Have you tried to multiply the pIn.TexC with the width/height of the texture?float4 normalData = normalMap.Load(float2(pIn.TexC.x * {TextureWidth}, pIn.TexC.y * {TextureHeight}), 0);;  you where right, but now I just used SV_POSITION which gives me the screen space coordinates   