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Clamping Mode
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Behavior
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CLAMP_S_CLAMP_T
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Causes edge-replication to infinity in both dimensions.
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CLAMP_S_WRAP_T
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Causes edge-replication to infinity in the horizontal texture direction, and infinite tiling in the vertical texture direction.
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WRAP_S_CLAMP_T
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Causes edge-replication to infinity in the vertical texture direction, and infinite tiling in the horizontal texture direction.
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WRAP_S_WRAP_T
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Causes infinite tiling of texture in both dimensions.
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Apply Mode
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Color & Alpha: Common Application
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APPLY_REPLACE
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CR = CT, AR = AT: Basic texturing without any dynamic or static vertex-based lighting.
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APPLY_DECAL
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CR = CT * AT + CV * (1-AT), AR = AV: Decal or bullet-hole textures on a base untextured surface.
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APPLY_MODULATE
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CR = CT * CV, AR = AT * AV: Texture and final vertex colors and alpha values are multiplied component-by-component. In predecessors of Gamebryo, this mode was known as APPLY_MULTALPHA.
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APPLY_HILIGHT
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This mode is a PS2-only mode that maps directly to the PS2 hardware mode of the same name.
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APPLY_HILIGHT2
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This mode is a PS2-only mode that maps directly to the PS2 hardware mode of the same name.
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Filter Mode
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Description
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FILTER_NEAREST
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Uses nearest texel, with no mipmapping.
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FILTER_BILERP
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Uses linear interpolation with no mipmapping.
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FILTER_TRILERP
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Linearly interpolates between the eight texels (the 4 closest texels on each of the two closest mipmap levels).
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FILTER_NEAREST_MIPNEAREST
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Selects nearest mipmap level, then uses nearest texel on that level.
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FILTER_NEAREST_MIPLERP
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Selects nearest texel on each of the two nearest mipmap levels and linearly interpolates between them.
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FILTER_BILERP_MIPNEAREST
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Selects nearest mipmap level, then linearly interpolates on it.
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