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GpuSamplerManagerCreateSampler Method |
CreateSampler method creates a new instance of a custom sampler and returns the
GpuSampler object and the
DisposeToken that can be used to dispose the created sampler.
When using linear anisotropic filtering and address mode that is defined by
CommonSamplerTypes use the
GetSampler(CommonSamplerTypes) method to get a commonly used shader and prevent creating a new instance of a sampler (note that number of samples in Vulkan is limited to 4000).
Namespace: Ab4d.SharpEngine.UtilitiesAssembly: Ab4d.SharpEngine (in Ab4d.SharpEngine.dll) Version: 2.0.8956+4c7684e186ca1be74e7a284fbe739d9a1b843d3c
Syntax public (GpuSampler sampler, DisposeToken disposeToken) CreateSampler(
int textureMipsCount = 16,
SamplerAddressMode addressMode = SamplerAddressMode.MirroredRepeat,
Filter filter = Filter.Linear,
SamplerMipmapMode mipmapMode = SamplerMipmapMode.Linear,
float maxAnisotropy = 3,402823E+38f,
BorderColor borderColor = BorderColor.FloatOpaqueWhite,
string? name = null
)
Parameters
- textureMipsCount Int32 (Optional)
- textureMipsCount (MaxMipsCount by default)
- addressMode SamplerAddressMode (Optional)
- addressMode (SamplerAddressMode.MirroredRepeat by default)
- filter Filter (Optional)
- filter (Filter.Linear by default)
- mipmapMode SamplerMipmapMode (Optional)
- mipmapMode (SamplerMipmapMode.Linear by default)
- maxAnisotropy Single (Optional)
- maxAnisotropy (float.MaxValue by default)
- borderColor BorderColor (Optional)
- borderColor (BorderColor.FloatOpaqueWhite by default)
- name String (Optional)
- optional name
Return Value
ValueTupleGpuSampler,
DisposeTokenTuple with created GpuSampler and DisposeToken that can be used to dispose the sampler when it it not used anymore
See Also