The way it was working was with a custom HLSL call and using a TextureSample object:
float2 size;
TS.GetTextureDimensions(0, size);
X = size.x;
Y = size.y;
The way it was working was with a custom HLSL call and using a TextureSample object:
float2 size;
TS.GetTextureDimensions(0, size);
X = size.x;
Y = size.y;