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

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

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

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

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

Version

Available in Windows Vista and later versions of the Windows operating systems.

Header

D3d10umddi.h (include D3d10umddi.h)

See also

D3D10_DDI_SAMPLER_DESC

 

 

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