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  1. learn.microsoft.com

    The Clamp texture address mode causes Direct3D to clamp your texture coordinates to the [0.0, 1.0] range; Clamp mode applies the texture once, then smears the color of edge pixels. Suppose that your application creates a square primitive and assigns texture coordinates of (0.0,0.0), (0.0,3.0), (3.0,3.0), and (3.0,0.0) to the primitive's ...
  2. learn.microsoft.com

    The clamp texture address mode, identified by the D3DTADDRESS_CLAMP member of the D3DTEXTUREADDRESS enumerated type, causes Direct3D to clamp your texture coordinates to the [0.0, 1.0] range. That is, it applies the texture once, then smears the color of edge pixels. For example, suppose that your application creates a square primitive and ...
  3. The Clamp texture address mode causes Direct3D to clamp your texture coordinates to the [0.0, 1.0] range; Clamp mode applies the texture once, then smears the color of edge pixels. Suppose that your application creates a square primitive and assigns texture coordinates of (0.0,0.0), (0.0,3.0), (3.0,3.0), and (3.0,0.0) to the primitive's ...
  4. learn.microsoft.com

    Feb 22, 2024D3D11_TEXTURE_ADDRESS_BORDER Value: 4 Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in D3D11_SAMPLER_DESC or HLSL code. D3D11_TEXTURE_ADDRESS_MIRROR_ONCE Value: 5 Similar to D3D11_TEXTURE_ADDRESS_MIRROR and D3D11_TEXTURE_ADDRESS_CLAMP. Takes the absolute value of the texture coordinate (thus, mirroring ...
  5. Address Mode. Texture addressing modes allows you to specify how to handle texture coordinates that are outside of the range \([0 \cdots 1]\). There are currently five different address modes in DirectX 12; wrap, mirror, clamp, border, and mirror once. Wrap. The wrap address mode will tile the texture at whole number boundaries. This is ...
  6. stackoverflow.com

    Oh, thank you! That was so ambiguous for me. Makes a lot of sense now, thanks! I actually devised my own calculation for obtaining that result, taking the half of the width of the texture and 1 - the half-height of the texture in the selected heading. That seemed logical when I didn't know this "revelation" (at least for me). Many thanks, mate!
  7. learn.microsoft.com

    It is important to note that setting the texture addressing mode to D3DTADDRESS_WRAP is not the same as performing texture wrapping. Setting the texture addressing mode to D3DTADDRESS_WRAP results in multiple copies of the source texture being applied to the current primitive, and enabling texture wrapping changes how the system rasterizes ...
  8. doc.stride3d.net

    Similar to D3D11_TEXTURE_ADDRESS_MIRROR and D3D11_TEXTURE_ADDRESS_CLAMP. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. Wrap = 1. Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.
  9. forums.developer.nvidia.com

    Texture clamp address mode does not work. CUDA Programming and Performance. 4: 6246: August 12, 2010 address mode in cuda 1d texture binding to linear memory. CUDA Programming and Performance. 0: 708: November 2, 2015 Simplest texture 2D examples. CUDA Programming and Performance ...
  10. forums.developer.nvidia.com

    CUDA texture address modes. Enumerator: cudaAddressModeWrap Wrapping address mode cudaAddressModeClamp Clamp to edge address mode cudaAddressModeMirror Mirror address mode cudaAddressModeBorder Border address mode. I'm looking for a clamp-to-predefined-value option for textures i CUDA and was hoping that this was it, but I can't find any info.
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