Paradox Game Engine  v1.0.0 beta06
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TextureAddressMode.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using SiliconStudio.Core;
4 
5 namespace SiliconStudio.Paradox.Graphics
6 {
7  /// <summary>
8  /// Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.
9  /// </summary>
10  [DataContract("TextureAddressMode")]
11  public enum TextureAddressMode
12  {
13  /// <summary>
14  /// Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.
15  /// </summary>
16  Wrap = 1,
17 
18  /// <summary>
19  /// Flip the texture at every (u,v) integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again; and so on.
20  /// </summary>
21  Mirror = 2,
22 
23  /// <summary>
24  /// Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.
25  /// </summary>
26  Clamp = 3,
27 
28  /// <summary>
29  /// Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in <see cref="SamplerState"/> or HLSL code.
30  /// </summary>
31  Border = 4,
32 
33  /// <summary>
34  /// Similar to D3D11_TEXTURE_ADDRESS_MIRROR and D3D11_TEXTURE_ADDRESS_CLAMP. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value.
35  /// </summary>
36  MirrorOnce = 5,
37  }
38 }
Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in SamplerStat...
Flip the texture at every (u,v) integer junction. For u values between 0 and 1, for example...
TextureAddressMode
Identify a technique for resolving texture coordinates that are outside of the boundaries of a textur...
Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3...
Similar to D3D11_TEXTURE_ADDRESS_MIRROR and D3D11_TEXTURE_ADDRESS_CLAMP. Takes the absolute value of ...
Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.