Struct TextureGroup
Settings container for a group of textures. Defines the data streaming options and resource quality.
Inherited Members
Assembly: FlaxEngine.dll
File: Engine/Streaming/TextureGroup.h
Syntax
public struct TextureGroup : public ISerializable
Fields
MaxAnisotropy
The maximum number of samples that can be used to improve the quality of sample footprints that are anisotropic. Higher values improve texturing but reduce performance. Limited by GPU capabilities and used only if SamplerFilter is Anisotropic.
Declaration
public int32 MaxAnisotropy = 16
Field Value
int32
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MipLevelsBias
The loaded mip levels bias for textures in this group. Can be used to increase or decrease the quality of streaming for textures in this group (eg. bump up the quality during cinematic sequence).
Declaration
public int32 MipLevelsBias = 0
Field Value
int32
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MipLevelsMax
The maximum amount of loaded mip levels for textures in this group. Defines the maximum amount of mips that can be loaded. Overriden per-platform. Lower values reduce texture quality and improve performance.
Declaration
public int32 MipLevelsMax = 14
Field Value
int32
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MipLevelsMaxPerPlatform
The per-platform maximum amount of mip levels for textures in this group. Can be used to strip textures quality when cooking the game for a target platform.
Declaration
public Dictionary<PlatformType, int32> MipLevelsMaxPerPlatform
Field Value
Dictionary<PlatformType, int32>
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MipLevelsMin
The minimum amount of loaded mip levels for textures in this group. Defines the amount of the mips that should be always loaded. Higher values decrease streaming usage and keep more mips loaded.
Declaration
public int32 MipLevelsMin = 0
Field Value
int32
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Name
Quality
The quality scale factor applied to textures in this group. Can be used to increase or decrease textures resolution. In the range 0-1 where 0 means lowest quality, 1 means full quality.
Declaration
public float Quality = 1.0f
Field Value
float
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QualityIfInvisible
The quality scale factor applied when texture is invisible for some time (defined by TimeToInvisible). Used to decrease texture quality when it's not rendered.
Declaration
public float QualityIfInvisible = 0.5f
Field Value
float
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SamplerFilter
The default filtering method for samplers using this texture group.
Declaration
public GPUSamplerFilter SamplerFilter = GPUSamplerFilter::Trilinear
Field Value
GPUSamplerFilter
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TimeToInvisible
The time (in seconds) after which texture is considered to be invisible (if it's not rendered by a certain amount of time).
Declaration
public float TimeToInvisible = 20.0f
Field Value
float
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