mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Fixed Sampler State filters + Documentation
This commit is contained in:
@@ -40,8 +40,8 @@ namespace DirectX.D3D11
|
|||||||
{
|
{
|
||||||
output = .Anisotropic;
|
output = .Anisotropic;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Min filter
|
// Mag filter
|
||||||
if(samplerDesc.MagFilter == .Linear)
|
if(samplerDesc.MagFilter == .Linear)
|
||||||
{
|
{
|
||||||
output |= .Min_Point_Mag_Linear_Mip_Point;
|
output |= .Min_Point_Mag_Linear_Mip_Point;
|
||||||
@@ -51,12 +51,12 @@ namespace DirectX.D3D11
|
|||||||
output = .Anisotropic;
|
output = .Anisotropic;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Mag filter
|
// Min filter
|
||||||
if(samplerDesc.MinFilter == .Linear)
|
if(samplerDesc.MinFilter == .Linear)
|
||||||
{
|
{
|
||||||
output |= .Min_Linear_Mag_Mip_Point;
|
output |= .Min_Linear_Mag_Mip_Point;
|
||||||
}
|
}
|
||||||
else if(samplerDesc.MagFilter == .Anisotropic)
|
else if(samplerDesc.MinFilter == .Anisotropic)
|
||||||
{
|
{
|
||||||
output = .Anisotropic;
|
output = .Anisotropic;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -101,10 +101,17 @@ namespace GlitchyEngine.Renderer
|
|||||||
[BonTarget]
|
[BonTarget]
|
||||||
public struct SamplerStateDescription : IHashable
|
public struct SamplerStateDescription : IHashable
|
||||||
{
|
{
|
||||||
|
/// Sampling method used for minification.
|
||||||
|
/// If set to "Anisotropic" all Filters are set to "Anisotropic" internally.
|
||||||
public FilterFunction MinFilter = .Linear;
|
public FilterFunction MinFilter = .Linear;
|
||||||
|
/// Sampling method used for magnification.
|
||||||
|
/// If set to "Anisotropic" all Filters are set to "Anisotropic" internally.
|
||||||
public FilterFunction MagFilter = .Linear;
|
public FilterFunction MagFilter = .Linear;
|
||||||
|
/// Method used for mip-level sampling.
|
||||||
|
/// If set to "Anisotropic" all Filters are set to "Anisotropic" internally.
|
||||||
public FilterFunction MipFilter = .Linear;
|
public FilterFunction MipFilter = .Linear;
|
||||||
|
|
||||||
|
/// Filtering method to use when sampling a texture.
|
||||||
public FilterMode FilterMode = .Default;
|
public FilterMode FilterMode = .Default;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -113,8 +120,11 @@ namespace GlitchyEngine.Renderer
|
|||||||
*/
|
*/
|
||||||
public ComparisonFunction ComparisonFunction = .Never;
|
public ComparisonFunction ComparisonFunction = .Never;
|
||||||
|
|
||||||
|
/// Method to use for resolving a u texture coordinate that is outside the 0 to 1 range.
|
||||||
public TextureAddressMode AddressModeU = .Clamp;
|
public TextureAddressMode AddressModeU = .Clamp;
|
||||||
|
/// Method to use for resolving a v texture coordinate that is outside the 0 to 1 range.
|
||||||
public TextureAddressMode AddressModeV = .Clamp;
|
public TextureAddressMode AddressModeV = .Clamp;
|
||||||
|
/// Method to use for resolving a w texture coordinate that is outside the 0 to 1 range.
|
||||||
public TextureAddressMode AddressModeW = .Clamp;
|
public TextureAddressMode AddressModeW = .Clamp;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
Reference in New Issue
Block a user