Important: |
---|
This is retired content. This content is outdated and is no longer being maintained. It is provided as a courtesy for individuals who are still using these technologies. This content may contain URLs that were valid when originally published, but now link to sites or pages that no longer exist. |
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