Home -> ITextureSampler -> SetMipmapLevelMapping

Description

The SetMipmapLevelMapping method restricts and biases the mipmap levels that a sampler may use when sampling a texture. The minimum and maximum levels clamp the calculated level-of-detail range, while the bias shifts the calculated mipmap level before filtering between levels.

This method is useful when only a subset of mipmap levels should be visible, when a texture streaming system has not populated every level, or when a deliberate mipmap level bias is needed to sharpen or soften texture sampling.

ImportantImportant

A non-zero mipmap level bias requires the MipmapLevelBias device feature to be supported by the graphics device and enabled when the renderer is created. Use a zero bias when the feature is unavailable.

Usage

void SetMipmapLevelMapping(float minLevel = 0, float maxLevel = 0, float levelBias = 0);

Argument list

minLevel [float]
The minimum mipmap level that may be sampled.
maxLevel [float]
The maximum mipmap level that may be sampled. Use zero to allow the renderer to use the texture's last mipmap level.
levelBias [float]
The mipmap level bias applied during sampling.

See also