Class TextureGroup
Settings container for a group of textures. Defines the data streaming options and resource quality.
Inheritance
Namespace: FlaxEngine
Assembly: FlaxEngine.CSharp.dll
Syntax
[Unmanaged]
public sealed class TextureGroup : ValueType
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
[EditorOrder(16)]
[Limit(1F, 16F, 1F)]
[VisibleIf("IsAnisotropic", false)]
public int MaxAnisotropy
Field Value
System.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
[EditorOrder(50)]
[Limit(-14F, 14F, 1F)]
public int MipLevelsBias
Field Value
System.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
[EditorOrder(40)]
[Limit(1F, 14F, 1F)]
public int MipLevelsMax
Field Value
System.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
[EditorOrder(50)]
public Dictionary<PlatformType, int> MipLevelsMaxPerPlatform
Field Value
System.Collections.Generic.Dictionary<PlatformType, System.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
[EditorOrder(30)]
[Limit(0F, 14F, 1F)]
public int MipLevelsMin
Field Value
System.Int32
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Name
The name of the group.
Declaration
[EditorOrder(10)]
public string Name
Field Value
System.String
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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
[EditorOrder(20)]
[Limit(0F, 1F, 1F)]
public float Quality
Field Value
System.Single
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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
[EditorOrder(25)]
[Limit(0F, 1F, 1F)]
public float QualityIfInvisible
Field Value
System.Single
|
SamplerFilter
The default filtering method for samplers using this texture group.
Declaration
[EditorOrder(15)]
public GPUSamplerFilter SamplerFilter
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
[EditorOrder(26)]
[Limit(0F, 3.40282347E+38F, 1F)]
public float TimeToInvisible
Field Value
System.Single
|
Properties
Default
The default TextureGroup.
Declaration
public static TextureGroup Default { get; }
Property Value
TextureGroup
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