6 Texture units have many options for selecting texels from loaded textures;
7 this state controls an individual texture unit's texel-sampling settings.
9 Texture coordinates are always treated as four-dimensional, and referred to
10 with the traditional (S, T, R, Q) notation.
15 XXX undocumented compare_mode, compare_func
18 How to wrap the S coordinate. One of PIPE_TEX_WRAP.
20 How to wrap the T coordinate. One of PIPE_TEX_WRAP.
22 How to wrap the R coordinate. One of PIPE_TEX_WRAP.
24 The filter to use when minifying texels. One of PIPE_TEX_FILTER.
26 The filter to use when minifying mipmapped textures. One of
29 The filter to use when magnifying texels. One of PIPE_TEX_FILTER.
31 Whether the texture coordinates are normalized. If normalized, they will
32 always be in [0, 1]. If not, they will be in the range of each dimension
33 of the loaded texture.
35 XXX From the Doxy, "weird sampling state exposed by some APIs." Refine.
37 The bias to apply to the level of detail.
39 Minimum level of detail, used to clamp LoD after bias.
41 Maximum level of detail, used to clamp LoD after bias.
43 RGBA color used for out-of-bounds coordinates.
45 Maximum filtering to apply anisotropically to textures. Setting this to
46 1.0 effectively disables anisotropic filtering.