Enum gfx::device::tex::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. They "layer" on top of each other: it is not possible to have bilinear filtering without mipmapping, for example.

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

Scale

The dumbest filtering possible, nearest-neighbor interpolation.

Mipmap

Add simple mipmapping.

Bilinear

Sample multiple texels within a single mipmap level to increase quality.

Trilinear

Sample multiple texels across two mipmap levels to increase quality.

Anisotropic

Anisotropic filtering with a given "max", must be between 1 and 16, inclusive.

Trait Implementations

Derived Implementations

impl Debug for FilterMethod

fn fmt(&self, __arg_0: &mut Formatter) -> Result

impl Clone for FilterMethod

fn clone(&self) -> FilterMethod

fn clone_from(&mut self, source: &Self)

impl Copy for FilterMethod

impl Hash for FilterMethod

fn hash<__H: Hasher>(&self, __arg_0: &mut __H)

fn hash_slice<H>(data: &[Self], state: &mut H) where H: Hasher

impl PartialOrd for FilterMethod

fn partial_cmp(&self, __arg_0: &FilterMethod) -> Option<Ordering>

fn lt(&self, __arg_0: &FilterMethod) -> bool

fn le(&self, __arg_0: &FilterMethod) -> bool

fn gt(&self, __arg_0: &FilterMethod) -> bool

fn ge(&self, __arg_0: &FilterMethod) -> bool

impl PartialEq for FilterMethod

fn eq(&self, __arg_0: &FilterMethod) -> bool

fn ne(&self, __arg_0: &FilterMethod) -> bool

impl Ord for FilterMethod

fn cmp(&self, __arg_0: &FilterMethod) -> Ordering

impl Eq for FilterMethod