using Silk.NET.OpenGL; namespace AcDream.App.Rendering.Wb { /// /// Configurable OpenGL texture parameters for wrap mode, filtering, mipmaps, and anisotropic filtering. /// public struct TextureParameters { public TextureWrapMode WrapS; public TextureWrapMode WrapT; public TextureMinFilter MinFilter; public TextureMagFilter MagFilter; public bool EnableMipmaps; public bool EnableAnisotropicFiltering; /// Standard tiling textures — Repeat + trilinear + aniso. public static readonly TextureParameters Default = new() { WrapS = TextureWrapMode.Repeat, WrapT = TextureWrapMode.Repeat, MinFilter = TextureMinFilter.LinearMipmapLinear, MagFilter = TextureMagFilter.Linear, EnableMipmaps = true, EnableAnisotropicFiltering = true, }; /// Non-tiling textures (alpha maps, fonts, UI, object atlases) — ClampToEdge + trilinear + aniso. public static readonly TextureParameters ClampToEdge = new() { WrapS = TextureWrapMode.ClampToEdge, WrapT = TextureWrapMode.ClampToEdge, MinFilter = TextureMinFilter.LinearMipmapLinear, MagFilter = TextureMagFilter.Linear, EnableMipmaps = true, EnableAnisotropicFiltering = true, }; } }