Creates a texture filter using the specified
minification/magnification options and texture wrap.
[Visual Basic .NET] |
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Public Function Initialize( _
ByVal MinificationFilter As AgEStkGraphicsMinificationFilter, _
ByVal MagnificationFilter As AgEStkGraphicsMagnificationFilter, _
ByVal WrapS As AgEStkGraphicsTextureWrap, _
ByVal WrapT As AgEStkGraphicsTextureWrap _
) As IAgStkGraphicsTextureFilter2D
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[Managed C++] |
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public: IAgStkGraphicsTextureFilter2D^ Initialize(
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[Unmanaged C++] |
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public: HRESULT Initialize(
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- MinificationFilter
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Member Value Description eStkGraphicsMinificationFilterNearest 0 Use the texel that is closest to the center of the pixel being textured. eStkGraphicsMinificationFilterLinear 1 Use the weighted average of the four (for 2D textures, two for 1D textures) texels that are closest to the center of the pixel being textured. eStkGraphicsMinificationFilterNearestMipMapNearest 2 Use the mipmap that most closely matches the size of the pixel being textured. Then use the texel from that mipmap that is closest to the center of the pixel being textured. eStkGraphicsMinificationFilterLinearMipMapNearest 3 Use the mipmap that most closely matches the size of the pixel being textured. Then use the weighted average of the four (for 2D textures, two for 1D textures) texels from that mipmap that are closest to the center of the pixel being textured. eStkGraphicsMinificationFilterNearestMipMapLinear 4 Use the two mipmaps that most closely match the size of the pixel being textured. Determine the texel that is closest to the center of the pixel being textured in each mipmap. The final texture value is a weighted average of these two texels. eStkGraphicsMinificationFilterLinearMipMapLinear 5 Use the two mipmaps that most closely match the size of the pixel being textured. Determine the weighted average of the four (for 2D textures, two for 1D textures) texels that are closest to the center of the pixel being textured in each mipmap. The final texture value is a weighted average of these two texels. - MagnificationFilter
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Member Value Description eStkGraphicsMagnificationFilterNearest 0 Use the texel that is closest to the center of the pixel being textured. This usually faster than Linear
but can produce images with sharper edges.eStkGraphicsMagnificationFilterLinear 1 Use the weighted average of the four texels that are closest to the center of the pixel being textured. - WrapS
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Member Value Description eStkGraphicsTextureWrapClamp 0 Clamp the texture coordinate to the range [0, 1]
.eStkGraphicsTextureWrapClampToBorder 1 Clamp the texture coordinate to the range [-1/2N, 1 + 1/2N]
, whereN
is the size the texture in the direction of clamping.eStkGraphicsTextureWrapClampToEdge 2 Clamp the texture coordinate to the range [1/2N, 1 - 1/2N]
, whereN
is the size the texture in the direction of clamping.eStkGraphicsTextureWrapMirroredRepeat 3 If the integer part of the texture coordinate is even, use the fractional part of the texture coordinate. Otherwise, use one minus the fractional part of the texture coordinate. eStkGraphicsTextureWrapRepeat 4 Ignore the integer part of the texture coordinate. - WrapT
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Member Value Description eStkGraphicsTextureWrapClamp 0 Clamp the texture coordinate to the range [0, 1]
.eStkGraphicsTextureWrapClampToBorder 1 Clamp the texture coordinate to the range [-1/2N, 1 + 1/2N]
, whereN
is the size the texture in the direction of clamping.eStkGraphicsTextureWrapClampToEdge 2 Clamp the texture coordinate to the range [1/2N, 1 - 1/2N]
, whereN
is the size the texture in the direction of clamping.eStkGraphicsTextureWrapMirroredRepeat 3 If the integer part of the texture coordinate is even, use the fractional part of the texture coordinate. Otherwise, use one minus the fractional part of the texture coordinate. eStkGraphicsTextureWrapRepeat 4 Ignore the integer part of the texture coordinate.