Windows apps
Collapse the table of content
Expand the table of content
Information
The topic you requested is included in another documentation set. For convenience, it's displayed below. Choose Switch to see the topic in its original location.

D3D11_TEXTURE_ADDRESS_MODE enumeration

Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.

Syntax


typedef enum D3D11_TEXTURE_ADDRESS_MODE { 
  D3D11_TEXTURE_ADDRESS_WRAP         = 1,
  D3D11_TEXTURE_ADDRESS_MIRROR       = 2,
  D3D11_TEXTURE_ADDRESS_CLAMP        = 3,
  D3D11_TEXTURE_ADDRESS_BORDER       = 4,
  D3D11_TEXTURE_ADDRESS_MIRROR_ONCE  = 5
} D3D11_TEXTURE_ADDRESS_MODE;

Constants

D3D11_TEXTURE_ADDRESS_WRAP

Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.

D3D11_TEXTURE_ADDRESS_MIRROR

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.

D3D11_TEXTURE_ADDRESS_CLAMP

Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.

D3D11_TEXTURE_ADDRESS_BORDER

Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in D3D11_SAMPLER_DESC or HLSL code.

D3D11_TEXTURE_ADDRESS_MIRROR_ONCE

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.

Requirements

Header

D3D11.h

See also

Core Enumerations

 

 

Community Additions

Show:
© 2016 Microsoft