public readonly record struct SamplerDescriptionWhat to create a sampler as.
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Fields and properties (17)
public FilterMode MinFilterHow to filter when the texture is minified.
public FilterMode MagFilterHow to filter when it is magnified.
public FilterMode MipFilterHow to filter between mip levels.
public AddressMode AddressUWhat to do outside [0, 1] horizontally.
public AddressMode AddressVWhat to do outside [0, 1] vertically.
public AddressMode AddressWWhat to do outside [0, 1] in depth.
public float AnisotropyHow many anisotropic samples, or 1 for none.
public CompareFunction? CompareA comparison to run instead of returning the sampled value, for a shadow sampler, or for an ordinary one.
public BorderColour BorderWhat to return outside the texture when clamping to a border.
public float MinLodThe lowest mip level to sample.
public float MaxLodThe highest mip level to sample.
public float LodBiasA bias added to the computed mip level.
public string NameA name for the debugger and the validation layers.
public static SamplerDescription LinearRepeatTrilinear repeat, which is what most textures want.
public static SamplerDescription LinearClampTrilinear, clamped to the edge — a full-screen or lookup texture.
public static SamplerDescription PointClampUnfiltered and clamped — a data texture where interpolation would be nonsense.
public static SamplerDescription ShadowA shadow-comparison sampler: linear, clamped to a white border, comparing with GreaterEqual for the engine's reversed depth.
Methods (1)
public SamplerDescription(FilterMode MinFilter = Linear, FilterMode MagFilter = Linear, FilterMode MipFilter = Linear, AddressMode AddressU = Repeat, AddressMode AddressV = Repeat, AddressMode AddressW = Repeat, float Anisotropy = 1, CompareFunction? Compare = null, BorderColour Border = TransparentBlack, float MinLod = 0, float MaxLod = 1000, float LodBias = 0, string Name = "")What to create a sampler as.
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