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struct
SGFXAPI::
TextureSampler
¶ Describes how the GPU should sample the texture.
See OpenGL 3.3 Sampler Objects: Control your Texture Units
Usage:
auto sampler = std::make_shared<TextureSampler>(); // the texture should wrap around in the u-direction sampler->addressU = TextureAddressMode::TextureAddressWrap; // the texture should take the border-value if it goes over the texture border in the v-direction. sampler->addressV = TextureAddressMode::TextureAddressBorderClamp; sampler->GenerateParams(); auto mesh_texture = std::make_shared<MeshTexture>(texture, texture_unit, sampler, sampler_name);
- See
- getHandle(const TextureSampler&)
Public Functions
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TextureSampler
(const TextureSampler&)¶
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TextureSampler &
operator=
(const TextureSampler&)¶
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TextureSampler
()¶
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~TextureSampler
()¶
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void
GenerateParams
()¶ This should be called after construction, and/or after changing any member values and before using this object for rendering.
GenerateParams() “saves” the values to the GPU-side.
Public Members
-
TextureAddressMode
addressU
¶
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TextureAddressMode
addressV
¶
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TextureAddressMode
addressW
¶
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TextureFilterMode
minFilter
¶
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TextureFilterMode
mipFilter
¶
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TextureFilterMode
magFilter
¶
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std::unique_ptr<TextureSamplerPimpl>
pimpl
¶