D3DX10_FILTER_FLAG enumeration

Texture filtering flags.

Syntax

typedef enum D3DX10_FILTER_FLAG { 
  D3DX10_FILTER_NONE              = (1 << 0),
  D3DX10_FILTER_POINT             = (2 << 0),
  D3DX10_FILTER_LINEAR            = (3 << 0),
  D3DX10_FILTER_TRIANGLE          = (4 << 0),
  D3DX10_FILTER_BOX               = (5 << 0),
  D3DX10_FILTER_MIRROR_U          = (1 << 16),
  D3DX10_FILTER_MIRROR_V          = (2 << 16),
  D3DX10_FILTER_MIRROR_W          = (4 << 16),
  D3DX10_FILTER_MIRROR            = (7 << 16),
  D3DX10_FILTER_DITHER            = (1 << 19),
  D3DX10_FILTER_DITHER_DIFFUSION  = (2 << 19),
  D3DX10_FILTER_SRGB_IN           = (1 << 21),
  D3DX10_FILTER_SRGB_OUT          = (2 << 21),
  D3DX10_FILTER_SRGB              = (3 << 21)
} D3DX10_FILTER_FLAG, *LPD3DX10_FILTER_FLAG;

Constants

D3DX10_FILTER_NONE

No scaling or filtering will take place. Pixels outside the bounds of the source image are assumed to be transparent black.

D3DX10_FILTER_POINT

Each destination pixel is computed by sampling the nearest pixel from the source image.

D3DX10_FILTER_LINEAR

Each destination pixel is computed by sampling the four nearest pixels from the source image. This filter works best when the scale on both axes is less than two.

D3DX10_FILTER_TRIANGLE

Every pixel in the source image contributes equally to the destination image. This is the slowest of the filters.

D3DX10_FILTER_BOX

Each pixel is computed by averaging a 2x2(x2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps.

D3DX10_FILTER_MIRROR_U

Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped.

D3DX10_FILTER_MIRROR_V

Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped.

D3DX10_FILTER_MIRROR_W

Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped.

D3DX10_FILTER_MIRROR

Specifying this flag is the same as specifying the D3DX_FILTER_MIRROR_U, D3DX_FILTER_MIRROR_V, and D3DX_FILTER_MIRROR_W flags.

D3DX10_FILTER_DITHER

The resulting image must be dithered using a 4x4 ordered dither algorithm. This happens when converting from one format to another.

D3DX10_FILTER_DITHER_DIFFUSION

Do diffuse dithering on the image when changing from one format to another.

D3DX10_FILTER_SRGB_IN

Input data is in standard RGB (sRGB) color space. See remarks.

D3DX10_FILTER_SRGB_OUT

Output data is in standard RGB (sRGB) color space. See remarks.

D3DX10_FILTER_SRGB

Same as specifying D3DX_FILTER_SRGB_IN | D3DX_FILTER_SRGB_OUT. See remarks.

Remarks

D3DX10 automatically performs gamma correction (to convert color data from RGB space to standard RGB space) when loading texture data. This is automatically done for instance when RGB data is loaded from a .png file into an sRGB texture. Use the SRGB filter flags to indicate if the data does not need to be converted into sRGB space.

Requirements

Requirement Value
Header
D3DX10Tex.h

See also

D3DX Enumerations