A class holding all of the parameters one would want to use to when accessing a Texture
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A class holding all of the parameters one would want to use to when accessing a Texture
- See also
- GLSamplerObject, Texture
◆ Sampler() [1/3]
◆ Sampler() [2/3]
◆ Sampler() [3/3]
G3D::Sampler::Sampler |
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const Any & |
any | ) |
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- Parameters
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any | Must be in the form of a table of the fields or appear as a call to a static factory method, e.g.,: |
- Sampler::Sampler{ interpolateMode = "TRILINEAR_MIPMAP", wrapMode = "TILE", ... }
- Sampler::Sampler::video()
◆ buffer()
static const Sampler& G3D::Sampler::buffer |
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Useful defaults for general purpose computing.
NEAREST_NO_MIPMAP / CLAMP / DEPTH_NORMAL
◆ cubeMap()
static const Sampler& G3D::Sampler::cubeMap |
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Useful defaults for cube maps TRILINEAR_MIPMAP / CLAMP / DEPTH_NORMAL.
◆ defaultClamp()
static const Sampler& G3D::Sampler::defaultClamp |
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◆ defaults()
static const Sampler& G3D::Sampler::defaults |
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◆ equals()
bool G3D::Sampler::equals |
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const Sampler & |
other | ) |
const |
◆ hashCode()
size_t G3D::Sampler::hashCode |
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const |
◆ lightMap()
static const Sampler& G3D::Sampler::lightMap |
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Useful defaults for light maps.
TRILINEAR_MIPMAP / CLAMP / DEPTH_NORMAL / maxAnisotropy = 4.0
◆ operator==()
bool G3D::Sampler::operator== |
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const Sampler & |
other | ) |
const |
◆ shadow()
static const Sampler& G3D::Sampler::shadow |
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Useful defaults for shadow maps.
BILINEAR_NO_MIPMAP / CLAMP / DEPTH_LEQUAL
◆ toAny()
Any G3D::Sampler::toAny |
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const |
◆ video()
static const Sampler& G3D::Sampler::video |
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Useful defaults for video/image processing.
BILINEAR_NO_MIPMAP / CLAMP / DEPTH_NORMAL
◆ visualization()
static const Sampler& G3D::Sampler::visualization |
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Useful defaults for directly visualizing data NEAREST_MIPMAP / CLAMP / DEPTH_NORMAL.
◆ depthReadMode
◆ interpolateMode
Default is TRILINEAR_MIPMAP.
◆ maxAnisotropy
float G3D::Sampler::maxAnisotropy |
◆ maxMipMap
int G3D::Sampler::maxMipMap |
Highest MIP-map level that will be used during rendering.
The highest level that actually exists will be L = log(max(m_width, m_height), 2)), although it is fine to set maxMipMap higher than this. Must be larger than minMipMap. Default is 1000.
Setting the max mipmap level is useful for preventing adjacent areas of a texture from being blurred together when viewed at a distance. It may decrease performance, however, by forcing a larger texture into cache than would otherwise be required.
◆ minMipMap
int G3D::Sampler::minMipMap |
◆ mipBias
float G3D::Sampler::mipBias |
Add to the MIP level after it is computed.
>0 = make blurrier, <0 = make sharper. Default is -0.25f
◆ xWrapMode
◆ yWrapMode
Wrap mode for the Y coordinate.
Default is TILE