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Initialize Method (IAgStkGraphicsTextureFilter2DFactory)
See Also 
MinificationFilter
A minification filter.
MagnificationFilter
A magnification filter.
WrapS
A texture wrap for the S direction.
WrapT
A texture wrap for the T direction.
Windows






Windows & Linux

Description

Creates a texture filter using the specified minification/magnification options and texture wrap.

Syntax

Parameters

MinificationFilter
MemberValueDescription
eStkGraphicsMinificationFilterNearest0Use the texel that is closest to the center of the pixel being textured.
eStkGraphicsMinificationFilterLinear1Use 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.
eStkGraphicsMinificationFilterNearestMipMapNearest2Use 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.
eStkGraphicsMinificationFilterLinearMipMapNearest3Use 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.
eStkGraphicsMinificationFilterNearestMipMapLinear4Use 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.
eStkGraphicsMinificationFilterLinearMipMapLinear5Use 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.
A minification filter.
MagnificationFilter
MemberValueDescription
eStkGraphicsMagnificationFilterNearest0Use 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.
eStkGraphicsMagnificationFilterLinear1Use the weighted average of the four texels that are closest to the center of the pixel being textured.
A magnification filter.
WrapS
MemberValueDescription
eStkGraphicsTextureWrapClamp0Clamp the texture coordinate to the range [0, 1].
eStkGraphicsTextureWrapClampToBorder1Clamp the texture coordinate to the range [-1/2N, 1 + 1/2N], where N is the size the texture in the direction of clamping.
eStkGraphicsTextureWrapClampToEdge2Clamp the texture coordinate to the range [1/2N, 1 - 1/2N], where N is the size the texture in the direction of clamping.
eStkGraphicsTextureWrapMirroredRepeat3If 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.
eStkGraphicsTextureWrapRepeat4Ignore the integer part of the texture coordinate.
A texture wrap for the S direction.
WrapT
MemberValueDescription
eStkGraphicsTextureWrapClamp0Clamp the texture coordinate to the range [0, 1].
eStkGraphicsTextureWrapClampToBorder1Clamp the texture coordinate to the range [-1/2N, 1 + 1/2N], where N is the size the texture in the direction of clamping.
eStkGraphicsTextureWrapClampToEdge2Clamp the texture coordinate to the range [1/2N, 1 - 1/2N], where N is the size the texture in the direction of clamping.
eStkGraphicsTextureWrapMirroredRepeat3If 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.
eStkGraphicsTextureWrapRepeat4Ignore the integer part of the texture coordinate.
A texture wrap for the T direction.

See Also

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