Enum gfx::texture::FilterMethod [−][src]
pub enum FilterMethod { Scale, Mipmap, Bilinear, Trilinear, Anisotropic(u8), }
How to filter the texture when sampling. They correspond to increasing levels of quality, but also cost. Mipmap, trilinear and anisotropic filtering require mipmapping, but the other filtering methods do not.
These names are somewhat poor, in that “bilinear” is really just doing linear filtering on each axis, and it is only bilinear in the case of 2D textures. Similarly for trilinear, it is really Quadralinear(?) for 3D textures. Alas, these names are simple, and match certain intuitions ingrained by many years of public use of inaccurate terminology.
Variants
The dumbest filtering possible, nearest-neighbor interpolation.
Add simple mipmapping.
Sample multiple texels within a single mipmap level to increase quality.
Sample multiple texels across two mipmap levels to increase quality.
Anisotropic(u8)
Anisotropic filtering with a given “max”, must be between 1 and 16, inclusive.
Trait Implementations
impl Clone for FilterMethod
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impl Copy for FilterMethod
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impl Debug for FilterMethod
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impl Eq for FilterMethod
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impl Hash for FilterMethod
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impl Ord for FilterMethod
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impl PartialEq<FilterMethod> for FilterMethod
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impl PartialOrd<FilterMethod> for FilterMethod
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impl StructuralEq for FilterMethod
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impl StructuralPartialEq for FilterMethod
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Auto Trait Implementations
impl RefUnwindSafe for FilterMethod
impl Send for FilterMethod
impl Sync for FilterMethod
impl Unpin for FilterMethod
impl UnwindSafe for FilterMethod
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,