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 = 8, 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