/// <summary>
 /// Creates the LinearWrap sampler state.
 /// </summary>
 /// <param name="uv">The Ultraviolet context.</param>
 /// <returns>The sampler state that was created.</returns>
 public static OpenGLSamplerState CreateLinearWrap(UltravioletContext uv)
 {
     var state = new OpenGLSamplerState(uv);
     state.Filter = TextureFilter.Linear;
     state.AddressU = TextureAddressMode.Wrap;
     state.AddressV = TextureAddressMode.Wrap;
     state.MakeImmutable();
     return state;
 }
 /// <summary>
 /// Creates the AnisotropicClamp sampler state.
 /// </summary>
 /// <param name="uv">The Ultraviolet context.</param>
 /// <returns>The sampler state that was created.</returns>
 public static OpenGLSamplerState CreateAnisotropicClamp(UltravioletContext uv)
 {
     var state = new OpenGLSamplerState(uv);
     state.Filter = TextureFilter.Anisotropic;
     state.AddressU = TextureAddressMode.Clamp;
     state.AddressV = TextureAddressMode.Clamp;
     state.MakeImmutable();
     return state;
 }
        /// <summary>
        /// Creates the AnisotropicClamp sampler state.
        /// </summary>
        /// <param name="uv">The Ultraviolet context.</param>
        /// <returns>The sampler state that was created.</returns>
        public static OpenGLSamplerState CreateAnisotropicClamp(UltravioletContext uv)
        {
            var state = new OpenGLSamplerState(uv);

            state.Filter   = TextureFilter.Anisotropic;
            state.AddressU = TextureAddressMode.Clamp;
            state.AddressV = TextureAddressMode.Clamp;
            state.MakeImmutable();
            return(state);
        }
        /// <summary>
        /// Creates the LinearWrap sampler state.
        /// </summary>
        /// <param name="uv">The Ultraviolet context.</param>
        /// <returns>The sampler state that was created.</returns>
        public static OpenGLSamplerState CreateLinearWrap(UltravioletContext uv)
        {
            var state = new OpenGLSamplerState(uv);

            state.Filter   = TextureFilter.Linear;
            state.AddressU = TextureAddressMode.Wrap;
            state.AddressV = TextureAddressMode.Wrap;
            state.MakeImmutable();
            return(state);
        }