Texture Addressing Modes (Windows Embedded CE 6.0)
1/6/2010
Your Microsoft® Direct3D® Mobile application can assign texture coordinates to any vertex of any primitive. For details, see Texture Coordinates. Typically, the u- and v-texture coordinates that you assign to a vertex are in the range of 0.0 to 1.0 inclusive. However, by assigning texture coordinates outside that range, you can create certain special texturing effects.
You control what Direct3D Mobile does with texture coordinates that are outside the [0.0, 1.0] range by setting the texture addressing mode. For instance, you can have your application set the texture addressing mode so that a texture is tiled across a primitive. The following topics provide additional information about texture addressing.
This section describes the purpose and use of Microsoft® Direct3D Mobile® texture addressing modes. It is organized into the following topics:
- Wrap Texture Address Mode
- Mirror Texture Address Mode
- Clamp Texture Address Mode
- Border Color Texture Address Mode
- Setting and Retrieving Texture Addressing Modes
- Texture Addressing Modes and Texture Wrapping
- Device Limitations for Texture Addressing