/// <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.AddressW = 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.AddressW = TextureAddressMode.Wrap; state.MakeImmutable(); return(state); }