TextureSampling class Assets and loading

How a texture is sampled. The defaults are trilinear, anisotropic, and mipmapped, the tasteful default for material textures viewed in 3D.

Constructors

TextureSampling({bool mipmaps = true, int? maxMipmapLevels, MinMagFilter minFilter = gpu.MinMagFilter.linear, MinMagFilter magFilter = gpu.MinMagFilter.linear, MipFilter mipFilter = gpu.MipFilter.linear, int maxAnisotropy = defaultMaxAnisotropy, SamplerAddressMode addressMode = gpu.SamplerAddressMode.repeat})
const

Properties

addressMode → SamplerAddressMode
final
hashCode → int
The hash code for this object.
no setterinherited
magFilter → MinMagFilter
final
maxAnisotropy → int
Maximum anisotropy (clamped to the device max). 1 disables it.
final
maxMipmapLevels → int?
Caps the number of mip levels generated (null builds the full chain). A texture atlas uses this so tiles stop shrinking before they merge into their neighbors across the padding gutter.
final
minFilter → MinMagFilter
final
mipFilter → MipFilter
final
mipmaps → bool
Whether the texture carries a mip chain (built at creation) and is sampled with mip filtering. Turn off for UI/full-screen sources never minified.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toSamplerOptions() → SamplerOptions
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Constants

defaultMaxAnisotropy → const int
The anisotropy a mipmapped texture samples with by default, shared with GpuTextureSource so a texture filters the same however it was built.