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Hardware Considerations for Texturing

A version of this page is also available for

Windows Embedded CE 6.0 R3

4/8/2010

Current hardware does not necessarily implement all the functionality that the Microsoft® Direct3D® Mobile interface enables. Your application must test user hardware and adjust its rendering strategies accordingly.

Many 3-D accelerator cards do not support diffuse iterated values as arguments to blending units. However, your application can introduce iterated color data when it performs texture blending.

Some 3-D hardware may not have a blending stage associated with the first texture. On these adapters, your application must perform blending in the second and third texture stages in the set of current textures.

Due to limitations in much of today's hardware, few display adapters can perform trilinear mipmap interpolation through the multiple texture blending interface offered by IDirect3DMobileDevice. Specifically, there is little support for setting the D3DMTSS_MIPFILTER texture stage state to D3DMTEXF_LINEAR. Your application can use multipass texture blending to achieve the same effects, or degrade to the D3DMTEXF_POINT mipmap filter mode, which is widely supported.

See Also

Concepts

Textures