Linear Texture Filtering
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4/8/2010
Microsoft® Direct3D® Mobile uses a form of linear texture filtering called bilinear filtering. Like nearest-point sampling, bilinear texture filtering first computes a texel address, which is usually not an integer address. Bilinear filtering then finds the texel whose integer address is closest to the computed address. In addition, the Direct3D Mobile rendering module computes a weighted average of the texels that are immediately above, below, to the left of, and to the right of the nearest sample point.
Select bilinear texture filtering by invoking the IDirect3DMobileDevice::SetTextureStageState method. Set the value of the first parameter to the integer index number (0-7) of the texture for which you are selecting a texture filtering method. Pass one of the D3DMTEXTURESTAGESTATETYPE enumeration values D3DMTSS_MAGFILTER, D3DMTSS_MINFILTER, or D3DMTSS_MIPFILTER for the second parameter to set the magnification, minification, or mipmapping filter. Set the third parameter to D3DMTEXF_LINEAR.