1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml">
3	<head>
4		<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
5		<meta http-equiv="Content-Style-Type" content="text/css" />
6		<title>StandardTextureSamplerCtr</title>
7		<link rel="stylesheet" href="../css/mainpage.css" type="text/css" />
8	</head>
9	<body>
10		<h1>&lt;StandardTextureSamplerCtr&gt;</h1>
11		<h2>Description</h2>
12		<p>
13            This tag is used to manage standard texture sampler settings.
14            </p>
15		<h2>Attributes</h2>
16		<table class="arguments">
17<thead><tr><td>Type</td><td>Attributes</td><td>Description</td></tr></thead><tr><td /><th>LodBias</th><td>
18            The bias value applied to the mipmap LOD.
19            </td></tr><tr><td>TextureSamplerMagFilter</td><th><CODE>MagFilter</CODE></th><td>
20            The setting for texture magnification filtering.
21            </td></tr><tr><td>TextureSamplerMinFilter</td><th><CODE>MinFilter</CODE></th><td>
22            The setting for texture minimization filtering.
23            </td></tr><tr><td /><th>MinLod</th><td>
24            The minimum scale coefficient of the texture image for the mipmap polygon size.
25            </td></tr><tr><td>TextureSamplerWrap</td><th>WrapS</th><td>
26            The wrap method in the S direction of the texture.
27            </td></tr><tr><td>TextureSamplerWrap</td><th>WrapT</th><td>
28            The wrap method in the S direction of the texture.
29            </td></tr></table>
30		<h2>TextureSamplerMagFilter Enumerated Type</h2>
31		<table class="arguments">
32<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Nearest</th><td>Uses the color of the nearest pixel.</td></tr><tr><th>Linear</th><td>Uses the color of the weighted average of the four nearest pixels.</td></tr></table>
33		<h2>TextureSamplerMinFilter Enumerated Type</h2>
34		<table class="arguments">
35<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Nearest</th><td>Uses the color of the nearest pixel.</td></tr><tr><th>Linear</th><td>Uses the color of the weighted average of the four nearest pixels.</td></tr><tr><th>NearestMipmapNearest</th><td>
36            Uses the color of the nearest pixel in the nearest mipmap.
37            </td></tr><tr><th>NearestMipmapLinear</th><td>
38            Uses the color of the weighted average of the four nearest pixels in the nearest mipmap.
39            </td></tr><tr><th>LinearMipmapNearest</th><td>
40            Uses the color of the weighted average of the nearest pixel in the two nearest mipmaps.
41            </td></tr><tr><th>LinearMipmapLinear</th><td>
42            Uses the color of the weighted average of the nearest four pixels in the two nearest mipmaps.
43            </td></tr></table>
44		<h2>TextureSamplerWrap Enumerated Type</h2>
45		<table class="arguments">
46<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Repeat</th><td>Repeats at the texture edge.</td></tr><tr><th>MirroredRepeat</th><td>Mirrors and repeats at the texture edge.</td></tr><tr><th>ClampToEdge</th><td>Extends the pixels at the edge of a texture.</td></tr><tr><th>ClampToBorder</th><td>Extends the border color at the edge of a texture.</td></tr></table>
47
48<h2>Example Output</h2>
49
50<table>
51<tr>
52<td><pre>
53&lt;Materials&gt;<br>
54    &lt;MaterialCtr Name=&quot;lambert2&quot; IsCompressible=&quot;true&quot; IsFragmentLightEnabled=&quot;true&quot; IsVertexLightEnabled=&quot;false&quot; IsHemiSphereLightEnabled=&quot;false&quot; IsHemiSphereOcclusionEnabled=&quot;false&quot; IsFogEnabled=&quot;false&quot; TextureCoordinateConfig=&quot;Config0120&quot; TranslucencyKind=&quot;Opaque&quot; ShaderProgramDescriptionIndex=&quot;-1&quot; ShaderBinaryKind=&quot;Default&quot;&gt;<br>
55        &lt;ShaderReference /&gt;<br>
56        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
57            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
58            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
59            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
60            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
61            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
62            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
63            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
64            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
65            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
66            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
67            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
68        &lt;/MaterialColor&gt;<br>
69        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
70        &lt;TextureCoordinators&gt;<br>
71            &lt;TextureCoordinatorCtr SourceCoordinate=&quot;0&quot; MappingMethod=&quot;UvCoordinateMap&quot; ReferenceCamera=&quot;0&quot; MatrixMode=&quot;DccMaya&quot; ScaleS=&quot;1&quot; ScaleT=&quot;1&quot; Rotate=&quot;0&quot; TranslateS=&quot;0&quot; TranslateT=&quot;0&quot; /&gt;<br>
72        &lt;/TextureCoordinators&gt;<br>
73        &lt;TextureMappers&gt;<br>
74            &lt;PixelBasedTextureMapperCtr&gt;<br>
75                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
76                <strong>&lt;StandardTextureSamplerCtr MinFilter=&quot;Linear&quot; MagFilter=&quot;Linear&quot; WrapS=&quot;Repeat&quot; WrapT=&quot;Repeat&quot; MinLod=&quot;0&quot; LodBias=&quot;0&quot;&gt;</strong><br>
77                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
78                <strong>&lt;/StandardTextureSamplerCtr&gt;</strong><br>
79            &lt;/PixelBasedTextureMapperCtr&gt;<br>
80        &lt;/TextureMappers&gt;<br>
81        &lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;<br>
82            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
83            &lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;<br>
84            &lt;FragmentLighting FresnelConfig=&quot;No&quot; IsClampHighLight=&quot;false&quot; IsDistribution0Enabled=&quot;false&quot; IsDistribution1Enabled=&quot;false&quot; IsGeometricFactor0Enabled=&quot;false&quot; IsGeometricFactor1Enabled=&quot;false&quot; IsReflectionEnabled=&quot;false&quot; /&gt;<br>
85            &lt;FragmentLightingTable&gt;<br>
86                &lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
87                    &lt;NullLookupTableCtr /&gt;<br>
88                &lt;/ReflectanceRSampler&gt;<br>
89                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
90                    &lt;NullLookupTableCtr /&gt;<br>
91                &lt;/ReflectanceGSampler&gt;<br>
92                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
93                    &lt;NullLookupTableCtr /&gt;<br>
94                &lt;/ReflectanceBSampler&gt;<br>
95                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
96                    &lt;NullLookupTableCtr /&gt;<br>
97                &lt;/Distribution0Sampler&gt;<br>
98                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
99                    &lt;NullLookupTableCtr /&gt;<br>
100                &lt;/Distribution1Sampler&gt;<br>
101                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
102                    &lt;NullLookupTableCtr /&gt;<br>
103                &lt;/FresnelSampler&gt;<br>
104            &lt;/FragmentLightingTable&gt;<br>
105            &lt;TextureCombiners&gt;<br>
106                &lt;TextureCombinerCtr CombineRgb=&quot;Modulate&quot; CombineAlpha=&quot;Modulate&quot; ScaleRgb=&quot;One&quot; ScaleAlpha=&quot;One&quot; Constant=&quot;Constant0&quot; BufferInputRgb=&quot;PreviousBuffer&quot; BufferInputAlpha=&quot;PreviousBuffer&quot;&gt;<br>
107                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
108                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
109                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
110                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
111                &lt;/TextureCombinerCtr&gt;<br>
112            &lt;/TextureCombiners&gt;<br>
113            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
114        &lt;/FragmentShader&gt;<br>
115        &lt;FragmentOperation&gt;<br>
116            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
117            &lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;<br>
118                &lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
119                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
120                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
121            &lt;/BlendOperation&gt;<br>
122        &lt;/FragmentOperation&gt;<br>
123    &lt;/MaterialCtr&gt;<br>
124&lt;/Materials&gt;<br>
125</pre></td>
126</tr></table>
127	<hr><p>CONFIDENTIAL</p></body>
128</html>