public void SetTextureAddressingMode(UVWAddressingMode uvw) { texAddressingMode = uvw; }
/// <summary> /// Tells the hardware how to treat texture coordinates. /// </summary> /// <param name="stage"></param> /// <param name="texAddressingMode"></param> public abstract void SetTextureAddressingMode(int stage, UVWAddressingMode uvwAddressingMode);
/// <summary> /// /// </summary> /// <param name="stage"></param> /// <param name="texAddressingMode"></param> public override void SetTextureAddressingMode(int stage, UVWAddressingMode uvwAddressingMode) { if (!cache.samplerStateInitialized[stage]) cache.EnsureSamplerStateInitialized(stage, device, d3dCaps); // set the device sampler states accordingly TextureAddressing mode = uvwAddressingMode.u; if (cache.textureAddressingModeU[stage] != mode) { cache.textureAddressingModeU[stage] = mode; device.SamplerState[stage].AddressU = D3DHelper.ConvertEnum(mode); } mode = uvwAddressingMode.v; if (cache.textureAddressingModeV[stage] != mode) { cache.textureAddressingModeV[stage] = mode; device.SamplerState[stage].AddressV = D3DHelper.ConvertEnum(mode); } mode = uvwAddressingMode.w; if (cache.textureAddressingModeW[stage] != mode) { cache.textureAddressingModeW[stage] = mode; device.SamplerState[stage].AddressW = D3DHelper.ConvertEnum(mode); } }