com.jme3.texture
列挙型 Texture.MinFilter

java.lang.Object
  上位を拡張 java.lang.Enum<Texture.MinFilter>
      上位を拡張 com.jme3.texture.Texture.MinFilter
すべての実装されたインタフェース:
java.io.Serializable, java.lang.Comparable<Texture.MinFilter>
含まれているクラス:
Texture

public static enum Texture.MinFilter
extends java.lang.Enum<Texture.MinFilter>


列挙型定数の概要
BilinearNearestMipMap
          Same as BilinearNoMipMaps except that instead of using samples from texture level 0, the closest mipmap level is chosen based on distance.
BilinearNoMipMaps
          In this method the four nearest texels to the pixel center are sampled (at texture level 0), and their colors are combined by weighted averages.
NearestLinearMipMap
          Similar to NearestNeighborNoMipMaps except that instead of using samples from texture level 0, a sample is chosen from each of the closest (by distance) two mipmap levels.
NearestNearestMipMap
          Same as NearestNeighborNoMipMaps except that instead of using samples from texture level 0, the closest mipmap level is chosen based on distance.
NearestNoMipMaps
          Nearest neighbor interpolation is the fastest and crudest filtering method - it simply uses the color of the texel closest to the pixel center for the pixel color.
Trilinear
          Trilinear filtering is a remedy to a common artifact seen in mipmapped bilinearly filtered images: an abrupt and very noticeable change in quality at boundaries where the renderer switches from one mipmap level to the next.
 
メソッドの概要
 boolean usesMipMapLevels()
           
static Texture.MinFilter valueOf(java.lang.String name)
          指定した名前を持つこの型の列挙型定数を返します。
static Texture.MinFilter[] values()
          この列挙型の定数を含む配列を宣言されている順序で返します。
 
クラス java.lang.Enum から継承されたメソッド
compareTo, equals, getDeclaringClass, hashCode, name, ordinal, toString, valueOf
 
クラス java.lang.Object から継承されたメソッド
getClass, notify, notifyAll, wait, wait, wait
 

列挙型定数の詳細

NearestNoMipMaps

public static final Texture.MinFilter NearestNoMipMaps
Nearest neighbor interpolation is the fastest and crudest filtering method - it simply uses the color of the texel closest to the pixel center for the pixel color. While fast, this results in aliasing and shimmering during minification. (GL equivalent: GL_NEAREST)


BilinearNoMipMaps

public static final Texture.MinFilter BilinearNoMipMaps
In this method the four nearest texels to the pixel center are sampled (at texture level 0), and their colors are combined by weighted averages. Though smoother, without mipmaps it suffers the same aliasing and shimmering problems as nearest NearestNeighborNoMipMaps. (GL equivalent: GL_LINEAR)


NearestNearestMipMap

public static final Texture.MinFilter NearestNearestMipMap
Same as NearestNeighborNoMipMaps except that instead of using samples from texture level 0, the closest mipmap level is chosen based on distance. This reduces the aliasing and shimmering significantly, but does not help with blockiness. (GL equivalent: GL_NEAREST_MIPMAP_NEAREST)


BilinearNearestMipMap

public static final Texture.MinFilter BilinearNearestMipMap
Same as BilinearNoMipMaps except that instead of using samples from texture level 0, the closest mipmap level is chosen based on distance. By using mipmapping we avoid the aliasing and shimmering problems of BilinearNoMipMaps. (GL equivalent: GL_LINEAR_MIPMAP_NEAREST)


NearestLinearMipMap

public static final Texture.MinFilter NearestLinearMipMap
Similar to NearestNeighborNoMipMaps except that instead of using samples from texture level 0, a sample is chosen from each of the closest (by distance) two mipmap levels. A weighted average of these two samples is returned. (GL equivalent: GL_NEAREST_MIPMAP_LINEAR)


Trilinear

public static final Texture.MinFilter Trilinear
Trilinear filtering is a remedy to a common artifact seen in mipmapped bilinearly filtered images: an abrupt and very noticeable change in quality at boundaries where the renderer switches from one mipmap level to the next. Trilinear filtering solves this by doing a texture lookup and bilinear filtering on the two closest mipmap levels (one higher and one lower quality), and then linearly interpolating the results. This results in a smooth degradation of texture quality as distance from the viewer increases, rather than a series of sudden drops. Of course, closer than Level 0 there is only one mipmap level available, and the algorithm reverts to bilinear filtering (GL equivalent: GL_LINEAR_MIPMAP_LINEAR)

メソッドの詳細

values

public static Texture.MinFilter[] values()
この列挙型の定数を含む配列を宣言されている順序で返します。 このメソッドは次のようにして定数を反復するために使用できます:
for (Texture.MinFilter c : Texture.MinFilter.values())
    System.out.println(c);

戻り値:
この列挙型の定数を宣言されている順序で含む配列

valueOf

public static Texture.MinFilter valueOf(java.lang.String name)
指定した名前を持つこの型の列挙型定数を返します。 文字列は、この型の列挙型定数を宣言するのに使用した識別子と厳密に 一致している必要があります (余分な空白文字を含めることはできません)。

パラメータ:
name - 返される列挙型定数の名前
戻り値:
指定された名前を持つ列挙型定数
例外:
java.lang.IllegalArgumentException - 指定された名前を持つ定数を この列挙型が持っていない場合
java.lang.NullPointerException - 引数が null の場合

usesMipMapLevels

public boolean usesMipMapLevels()