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.
16 How to wrap the S coordinate. One of PIPE_TEX_WRAP.
18 How to wrap the T coordinate. One of PIPE_TEX_WRAP.
20 How to wrap the R coordinate. One of PIPE_TEX_WRAP.
22 The filter to use when minifying texels. One of PIPE_TEX_FILTER.
24 The filter to use when minifying mipmapped textures. One of
27 The filter to use when magnifying texels. One of PIPE_TEX_FILTER.
29 If set to PIPE_TEX_COMPARE_R_TO_TEXTURE, texture output is computed
30 according to compare_func, using r coord and the texture value as operands.
31 If set to PIPE_TEX_COMPARE_NONE, no comparison calculation is performed.
33 How the comparison is computed. One of PIPE_FUNC.
35 Whether the texture coordinates are normalized. If normalized, they will
36 always be in [0, 1]. If not, they will be in the range of each dimension
37 of the loaded texture.
39 The bias to apply to the level of detail.
41 Minimum level of detail, used to clamp LoD after bias.
43 Maximum level of detail, used to clamp LoD after bias.
45 RGBA color used for out-of-bounds coordinates.
47 Maximum filtering to apply anisotropically to textures. Setting this to
48 1.0 effectively disables anisotropic filtering.