Game Development Reference
In-Depth Information
Conventionalalphablending,thealphavalueismultipliedwiththepixel'scolor
at runtime, use this mode when textures have not been preprocessed to premul-
tiply their alpha.
NonPremultiplied
DepthStencilState
The next parameter controls how the sprite will interact with the depth stencil buffer.
Do not use the depth stencil buffer. The rendered sprite data will not be applied
into the depth stencil buffer.
DepthNone (default)
Enables using the depth stencil buffer, the sprite rendered will be written into
the depth stencil buffer. Use this when rendering opaque
DepthDefault
Enablesusingthedepthstencilbufferinareadonlyway,thespritewillcompare
its depth value against the depth stencil buffer, but will not write into it.
DepthRead
SamplerState
The next parameter specifies the texture sampler's state, this defines which filtering option
to use and the wrapping behavior of the sampler.
Point sampling with texture wrapping, texture wrapping controls the behavior
of the texture mapping when it goes beyond the [0..1] range in texture space,
causing the texture to be repeated.
PointWrap
Point sampling with texture clamping, when the values go beyond the [0..1]
range in texture space it will use the nearest edge pixel.
PointClamp
LinearWrap
Linear filtering and texture wrapping.
LinearClamp
(de-
Linear filtering and clamping.
fault)
Anisotropic filtering, good quality filtering with a performance cost and texture
wrapping.
AnisotropicWrap
AnisotropicClamp
Anisotropic filtering with texture clamping.
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