Texture coordinates are used to define a triangle on the texture that gets mapped to the 3D triangle.
纹理坐标常常被定义为纹理上的一个三角形,这个三角形可以被贴图到3D三角形上。
We can create textures from image files stored on disk using the D3DXCreateTextureFromFile function.
我们可以使用D3DXCreateTextureFromFile函数,根据磁盘上的图像文件来创建纹理。
We can filter textures by using the minification, magnification, and mipmap filter sampler states.
我们可以过滤纹理通过使用缩小过滤,扩大过滤和多线性过滤方式。
Address modes define what Direct3D is supposed to do with texture coordinates outside the [0, 1] range. For example, should the texture be tiled, mirrored, clamped, etc.?
纹理的地址模式定义了Direct3D如何处理当纹理坐标超出了0-1范围时。例如:纹理是应该被平铺,反射,压缩,还是其他操作?