D2D1_RESOURCE_TEXTURE_PROPERTIES structure
Defines a resource texture when the original resource texture is created.
Syntax
typedef struct D2D1_RESOURCE_TEXTURE_PROPERTIES { const UINT32 *extents; UINT32 dimensions; D2D1_BUFFER_PRECISION bufferPrecision; D2D1_CHANNEL_DEPTH channelDepth; D2D1_FILTER filter; const D2D1_EXTEND_MODE *extendModes; } D2D1_RESOURCE_TEXTURE_PROPERTIES;
Members
- extents
-
The extents of the resource table in each dimension.
- dimensions
-
The number of dimensions in the resource texture. This must be a number from 1 to 3.
- bufferPrecision
-
The precision of the resource texture to create.
- channelDepth
-
The number of channels in the resource texture.
- filter
-
The filtering mode to use on the texture.
- extendModes
-
Specifies how pixel values beyond the extent of the texture will be sampled, in every dimension.
Remarks
Requirements
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Minimum supported client |
Windows 8 and Platform Update for Windows 7 [desktop apps | Windows Store apps] |
|---|---|
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Minimum supported server |
Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | Windows Store apps] |
|
Minimum supported phone |
Windows Phone 8.1 [Windows Phone Silverlight 8.1 and Windows Runtime apps] |
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Header |
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Type library |
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See also