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https://github.com/aharabada/glitchy-engine-beef.git
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Fixed Sampler State filters + Documentation
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@@ -40,8 +40,8 @@ namespace DirectX.D3D11
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{
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output = .Anisotropic;
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}
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// Min filter
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// Mag filter
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if(samplerDesc.MagFilter == .Linear)
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{
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output |= .Min_Point_Mag_Linear_Mip_Point;
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@@ -51,12 +51,12 @@ namespace DirectX.D3D11
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output = .Anisotropic;
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}
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// Mag filter
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// Min filter
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if(samplerDesc.MinFilter == .Linear)
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{
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output |= .Min_Linear_Mag_Mip_Point;
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}
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else if(samplerDesc.MagFilter == .Anisotropic)
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else if(samplerDesc.MinFilter == .Anisotropic)
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{
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output = .Anisotropic;
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}
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@@ -101,10 +101,17 @@ namespace GlitchyEngine.Renderer
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[BonTarget]
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public struct SamplerStateDescription : IHashable
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{
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/// Sampling method used for minification.
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/// If set to "Anisotropic" all Filters are set to "Anisotropic" internally.
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public FilterFunction MinFilter = .Linear;
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/// Sampling method used for magnification.
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/// If set to "Anisotropic" all Filters are set to "Anisotropic" internally.
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public FilterFunction MagFilter = .Linear;
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/// Method used for mip-level sampling.
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/// If set to "Anisotropic" all Filters are set to "Anisotropic" internally.
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public FilterFunction MipFilter = .Linear;
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/// Filtering method to use when sampling a texture.
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public FilterMode FilterMode = .Default;
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/**
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@@ -113,8 +120,11 @@ namespace GlitchyEngine.Renderer
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*/
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public ComparisonFunction ComparisonFunction = .Never;
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/// Method to use for resolving a u texture coordinate that is outside the 0 to 1 range.
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public TextureAddressMode AddressModeU = .Clamp;
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/// Method to use for resolving a v texture coordinate that is outside the 0 to 1 range.
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public TextureAddressMode AddressModeV = .Clamp;
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/// Method to use for resolving a w texture coordinate that is outside the 0 to 1 range.
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public TextureAddressMode AddressModeW = .Clamp;
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/**
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