The addressing mode to be applied to the texture in the U direction. Can be: repeat, clamp, mirror.
The addressing mode to be applied to the texture in the V direction. Can be: repeat, clamp, mirror.
Integer value specifying the level of anisotropic to apply to the texture ranging from 1 (no anisotropic filtering) to the pc.GraphicsDevice
property maxAnisotropy
.
The definitions of the frames that can be referenced by sprite assets.
The magnification filter to be applied to the texture. Can be: nearest, linear, nearest_mip_nearest, linear_mip_nearest, nearest_mip_linear, linear_mip_linear.
The minification filter to be applied to the texture. Can be: nearest, linear, nearest_mip_nearest, linear_mip_nearest, nearest_mip_linear, linear_mip_linear.
Whether the texture has mipmaps.
Whether the texture is RGBM. The RGBM format is a format to store high dynamic range (HDR) textures by using the alpha channel to store a multiplier for the rgb channels.
Represents the data for a TextureAtlas asset.