本文整理汇总了C++中TextureUnitState::getTextureAnisotropy方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureUnitState::getTextureAnisotropy方法的具体用法?C++ TextureUnitState::getTextureAnisotropy怎么用?C++ TextureUnitState::getTextureAnisotropy使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TextureUnitState
的用法示例。
在下文中一共展示了TextureUnitState::getTextureAnisotropy方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: _setTextureUnitSettings
//-----------------------------------------------------------------------
void RenderSystem::_setTextureUnitSettings(size_t texUnit, TextureUnitState& tl)
{
// This method is only ever called to set a texture unit to valid details
// The method _disableTextureUnit is called to turn a unit off
const TexturePtr& tex = tl._getTexturePtr();
// Vertex texture binding?
if (mCurrentCapabilities->hasCapability(RSC_VERTEX_TEXTURE_FETCH) &&
!mCurrentCapabilities->getVertexTextureUnitsShared())
{
if (tl.getBindingType() == TextureUnitState::BT_VERTEX)
{
// Bind vertex texture
_setVertexTexture(texUnit, tex);
// bind nothing to fragment unit (hardware isn't shared but fragment
// unit can't be using the same index
_setTexture(texUnit, true, sNullTexPtr);
}
else
{
// vice versa
_setVertexTexture(texUnit, sNullTexPtr);
_setTexture(texUnit, true, tex);
}
}
else
{
// Shared vertex / fragment textures or no vertex texture support
// Bind texture (may be blank)
_setTexture(texUnit, true, tex);
}
// Set texture coordinate set
_setTextureCoordSet(texUnit, tl.getTextureCoordSet());
// Set texture layer filtering
_setTextureUnitFiltering(texUnit,
tl.getTextureFiltering(FT_MIN),
tl.getTextureFiltering(FT_MAG),
tl.getTextureFiltering(FT_MIP));
// Set texture layer filtering
_setTextureLayerAnisotropy(texUnit, tl.getTextureAnisotropy());
// Set mipmap biasing
_setTextureMipmapBias(texUnit, tl.getTextureMipmapBias());
// Set blend modes
// Note, colour before alpha is important
_setTextureBlendMode(texUnit, tl.getColourBlendMode());
_setTextureBlendMode(texUnit, tl.getAlphaBlendMode());
// Texture addressing mode
const TextureUnitState::UVWAddressingMode& uvw = tl.getTextureAddressingMode();
_setTextureAddressingMode(texUnit, uvw);
// Set texture border colour only if required
if (uvw.u == TextureUnitState::TAM_BORDER ||
uvw.v == TextureUnitState::TAM_BORDER ||
uvw.w == TextureUnitState::TAM_BORDER)
{
_setTextureBorderColour(texUnit, tl.getTextureBorderColour());
}
// Set texture effects
TextureUnitState::EffectMap::iterator effi;
// Iterate over new effects
bool anyCalcs = false;
for (effi = tl.mEffects.begin(); effi != tl.mEffects.end(); ++effi)
{
switch (effi->second.type)
{
case TextureUnitState::ET_ENVIRONMENT_MAP:
if (effi->second.subtype == TextureUnitState::ENV_CURVED)
{
_setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP);
anyCalcs = true;
}
else if (effi->second.subtype == TextureUnitState::ENV_PLANAR)
{
_setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP_PLANAR);
anyCalcs = true;
}
else if (effi->second.subtype == TextureUnitState::ENV_REFLECTION)
{
_setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP_REFLECTION);
anyCalcs = true;
}
else if (effi->second.subtype == TextureUnitState::ENV_NORMAL)
{
_setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP_NORMAL);
anyCalcs = true;
}
break;
case TextureUnitState::ET_UVSCROLL:
case TextureUnitState::ET_USCROLL:
case TextureUnitState::ET_VSCROLL:
case TextureUnitState::ET_ROTATE:
case TextureUnitState::ET_TRANSFORM:
break;
//.........这里部分代码省略.........