Summary
Represents a sampler state used to control how textures are sampled in shaders.
Example usage:
SamplerState mySampler < Attribute("sampler"); >;
C# binding:
var sampler = new SamplerState
{
Filter = FilterMode.Trilinear,
AddressModeU = TextureAddressMode.Wrap,
AddressModeV = TextureAddressMode.Wrap,
AddressModeW = TextureAddressMode.Clamp,
MaxAnisotropy = 4
};
Graphics.Attributes.Set("sampler", sampler);
Properties
AddressModeU |
The addressing mode used for the U (X) texture coordinate. |
AddressModeV |
The addressing mode used for the V texture coordinate. |
AddressModeW |
The addressing mode used for the Wtexture coordinate. |
Filter |
The texture filtering mode used for sampling (e.g., point, bilinear, trilinear). |
MaxAnisotropy |
The maximum anisotropy level used for anisotropic filtering.
Higher values improve texture quality at oblique viewing angles. |
MipLodBias |
The bias applied to the calculated mip level during texture sampling.
Positive values make textures appear blurrier; negative values sharpen. |