D3D10_DDI_TEXTURE_ADDRESS_MODE enumeration
The D3D10_DDI_TEXTURE_ADDRESS_MODE enumeration type contains values that identify the texture address mode of a sampler.
Syntax
typedef enum D3D10_DDI_TEXTURE_ADDRESS_MODE { D3D10_DDI_TEXTURE_ADDRESS_WRAP = 1, D3D10_DDI_TEXTURE_ADDRESS_MIRROR = 2, D3D10_DDI_TEXTURE_ADDRESS_CLAMP = 3, D3D10_DDI_TEXTURE_ADDRESS_BORDER = 4, D3D10_DDI_TEXTURE_ADDRESS_MIRRORONCE = 5 } D3D10_DDI_TEXTURE_ADDRESS_MODE;
Constants
- D3D10_DDI_TEXTURE_ADDRESS_WRAP
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Tile the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times; no mirroring is performed.
- D3D10_DDI_TEXTURE_ADDRESS_MIRROR
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Similar to D3D10_DDI_TEXTURE_ADDRESS_WRAP, except that the texture is flipped at every 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); and between 2 and 3, the texture is normal again, and so on.
- D3D10_DDI_TEXTURE_ADDRESS_CLAMP
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Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.
- D3D10_DDI_TEXTURE_ADDRESS_BORDER
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Texture coordinates outside the range [0.0, 1.0] are set to the border color.
- D3D10_DDI_TEXTURE_ADDRESS_MIRRORONCE
-
Similar to D3D10_DDI_TEXTURE_ADDRESS_MIRROR and D3D10_DDI_TEXTURE_ADDRESS_CLAMP. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. The most common usage of D3D10_DDI_TEXTURE_ADDRESS_MIRRORONCE is for volume textures, where support for the full D3D10_DDI_TEXTURE_ADDRESS_MIRRORONCE texture-addressing mode is not necessary, but the data is symmetric around the one axis.
Requirements
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Version | Available in Windows Vista and later versions of the Windows operating systems. |
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Header |
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See also
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Build date: 11/29/2012