D2D1_RESOURCE_TEXTURE_PROPERTIES structure (d2d1effectauthor.h)
Defines a resource texture when the original resource texture is created.
Syntax
typedef struct D2D1_RESOURCE_TEXTURE_PROPERTIES {
const UINT32 *extents;
UINT32 dimensions;
D2D1_BUFFER_PRECISION bufferPrecision;
D2D1_CHANNEL_DEPTH channelDepth;
D2D1_FILTER filter;
const D2D1_EXTEND_MODE *extendModes;
} D2D1_RESOURCE_TEXTURE_PROPERTIES;
Members
extents
The extents of the resource table in each dimension.
dimensions
The number of dimensions in the resource texture. This must be a number from 1 to 3.
bufferPrecision
The precision of the resource texture to create.
channelDepth
The number of channels in the resource texture.
filter
The filtering mode to use on the texture.
extendModes
Specifies how pixel values beyond the extent of the texture will be sampled, in every dimension.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 8 and Platform Update for Windows 7 [desktop apps | UWP apps] |
Minimum supported server | Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | UWP apps] |
Header | d2d1effectauthor.h |