Specifies how a texture is sampled in a shader.
TextureSampler | Specifies how a texture is sampled in a shader. |
addressU | Specifies the texture addressing mode in the X direction. Default value == TextureAddressWrap. |
addressV | Specifies the texture addressing mode in the Y direction. Default value == TextureAddressWrap. |
addressW | Specifies the texture addressing mode in the Z direction. Default value == TextureAddressWrap. Supported by D3D11, but not supported by GLES2. |
minFilter | The minification filter to use. Default value == TextureFilterLinear. |
mipFilter | The mip filter to use. Default value == TextureFilterLinear. |
magFilter | The magnification filter to use. Default value == TextureFilterLinear. |
ctor | The default ctor initializes all the configurations to default values, but does not allocate a new GPU object for it. |
~dtor | |
Create(...) | Creates a sampler using the given parameters. |
Deinit() | Frees up all resouces associated with this texture sampler object and makes it null. |
DeserializeFromXml(e) | Loads this TextureSampler object from the given XML data. |