pub struct SamplerDesc {
    pub min_filter: Filter,
    pub mag_filter: Filter,
    pub mip_filter: Filter,
    pub reduction_mode: ReductionMode,
    pub wrap_mode: (WrapMode, WrapMode, WrapMode),
    pub lod_bias: Lod,
    pub lod_range: Range<Lod>,
    pub comparison: Option<Comparison>,
    pub border: BorderColor,
    pub normalized: bool,
    pub anisotropy_clamp: Option<u8>,
}
Expand description

Specifies how to sample from an image. These are all the parameters available that alter how the GPU goes from a coordinate in an image to producing an actual value from the texture, including filtering/ scaling, wrap mode, etc.

Fields

min_filter: Filter

Minification filter method to use.

mag_filter: Filter

Magnification filter method to use.

mip_filter: Filter

Mip filter method to use.

reduction_mode: ReductionMode

Reduction mode over the filter.

wrap_mode: (WrapMode, WrapMode, WrapMode)

Wrapping mode for each of the U, V, and W axis (S, T, and R in OpenGL speak).

lod_bias: Lod

This bias is added to every computed mipmap level (N + lod_bias). For example, if it would select mipmap level 2 and lod_bias is 1, it will use mipmap level 3.

lod_range: Range<Lod>

This range is used to clamp LOD level used for sampling.

comparison: Option<Comparison>

Comparison mode, used primary for a shadow map.

border: BorderColor

Border color is used when one of the wrap modes is set to border.

normalized: bool

Specifies whether the texture coordinates are normalized.

anisotropy_clamp: Option<u8>

Anisotropic filtering.

Can be Some(_) only if Features::SAMPLER_ANISOTROPY is enabled.

Implementations

Create a new sampler description with a given filter method for all filtering operations and a wrapping mode, using no LOD modifications.

Trait Implementations

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