The Tex2D function returns interpolated values when off pixel center ((0.5, 0.5) for instance), this is really a problem when you have a large texture like 1920x1080.
I have an HLSL pixel shader that first samples a small image, then calculates the corresponding pixel in a large lookup table (1920x1080) and samples it. The problem is that the floating point precision errors makes it impossible to hit a pixel dead center, so it returns a color that is interpolated with the neighboring pixels.
How can I overcome this issue? Can I set it to not interpolate in the sampler?
Edit:
Apparently I can use the intrinsic function tex2Dproj where I divide my x and y coordinates by 1.92 and 1.08 beforehand and then pass in 1000 as the t.w argument to avoid any significant floating point precision errors. But it seems weird that I should have to do that.