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