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re3/sdk/rwsdk/include/d3d8/rpanisot.h
Sergeanur 3e24ae8812 Merge branch 'master' into miami
# Conflicts:
#	premake5.lua
#	sdk/rwsdk/include/d3d8/baaplylt.c
#	sdk/rwsdk/include/d3d8/rpstereo.h
#	sdk/rwsdk/include/d3d8/rpstereo.rpe
#	sdk/rwsdk/include/d3d8/rtintel.h
#	sdk/rwsdk/include/d3d8/rtintel.rpe
#	src/audio/oal/stream.cpp
2020-08-02 19:49:12 +03:00

55 lines
1.5 KiB
C

/**
* Anisotropic Texture Sampling Plugin for RenderWare.
*/
#ifndef RPANISOTPLUGIN_H
#define RPANISOTPLUGIN_H
/**
* \defgroup rpanisot RpAnisot
* \ingroup mipmapping
*
* Anisotropic Texture Sampling Plugin for RenderWare Graphics.
*/
/**
* \ingroup rpanisot
* \page rpanisotoverview RpAnisot Plugin Overview
*
* \par Requirements
* \li \b Headers: rwcore.h, rpworld.h, rpanisot.h
* \li \b Libraries: rwcore, rpworld, rpanisot
* \li \b Plugin \b attachments: \ref RpWorldPluginAttach, \ref RpAnisotPluginAttach
*
* \subsection anisotoverview Overview
* The RpAnisot plugin is used to extend an \ref RwTexture with a maximum
* anisotropy value that will be used when a particular texture is drawn.
* When textured polygons are viewed nearly edge on, for example when looking
* dowm a road or a football pitch, distant pixels are not sampled very well
* by trilinear mipmapping and the texture looks smeary.
* Anisotropic sampling takes additional samples, resulting in sharper looking
* textures. Higher numbers of samples will produce better quality results but
* run slower, so should be used in moderation.
*
*/
#include <rwcore.h>
#ifdef __cplusplus
extern "C"
{
#endif
extern RwInt8 RpAnisotGetMaxSupportedMaxAnisotropy(void);
extern RwTexture *RpAnisotTextureSetMaxAnisotropy(RwTexture *tex, RwInt8 val);
extern RwInt8 RpAnisotTextureGetMaxAnisotropy(RwTexture *tex);
extern RwBool RpAnisotPluginAttach(void);
#ifdef __cplusplus
}
#endif
#endif /* RPANISOTPLUGIN_H */