//texture filtering void Screen3D::SetPointTextureFiltering(int stage, int endstage) { SetTextureFiltering( D3DTEXF_POINT, stage, endstage ); /*if( endstage == -1) endstage = stage; for( int i=stage; i<=endstage; i++) D3DDevice->SetSamplerState(i, D3DSAMP_MIPFILTER, D3DTEXF_NONE);*/ }
void RageDisplay::SetDefaultRenderStates() { SetLighting( false ); SetCullMode( CULL_NONE ); SetZWrite( false ); SetZTestMode( ZTEST_OFF ); SetAlphaTest( true ); SetBlendMode( BLEND_NORMAL ); SetTextureFiltering( TextureUnit_1, true ); SetZBias( 0 ); LoadMenuPerspective( 0, 640, 480, 320, 240 ); // 0 FOV = ortho }
void RageDisplay::SetDefaultRenderStates() { SetLighting( false ); SetCullMode( CULL_NONE ); SetZWrite( false ); SetZTestMode( ZTEST_OFF ); SetAlphaTest( true ); SetBlendMode( BLEND_NORMAL ); SetTextureFiltering( true ); LoadMenuPerspective(0, SCREEN_CENTER_X, SCREEN_CENTER_Y); // 0 FOV = ortho ChangeCentering(0,0,0,0); }
void Screen3D::SetAnisotropicTextureFiltering( int stage, int endstage) { SetTextureFiltering( D3DTEXF_ANISOTROPIC, stage, endstage ); }
void Screen3D::SetLinearTextureFiltering(int stage, int endstage) { SetTextureFiltering( D3DTEXF_LINEAR, stage, endstage ); }