|VI Server Property Information
||Basic Development Environment
|* Displayed here in English. Short and Long names appear in the language of the LabVIEW IDE.
|Owning Class ID
|Owning Class Name
||Enum U16 data type
|Available in Real-Time Operating System||No|
|Available in Run-Time Engine||Yes|
|Loads the block diagram into memory||No|
|Loads the front panel into memory||No|
|Need to authenticate before use||No|
|Remote access allowed||Yes|
|Settable when the VI is running||Yes|
Reads or writes the method used to filter the texel colors applied to the geometry. Different values affect the quality and speed of the texture mapping.
||No Filtration—(default) LabVIEW uses the closest texel for the texture color.
||Linear Filtration—Filters the texture by taking the weighted linear average of the 2x2 array of texels that lies nearest to the center of the pixels of the texture map.
||Simple Mipmap Filtration—Stores mipmaps, or multiple copies of the texture, at increasingly smaller resolutions. LabVIEW chooses the mipmap with texels closest in size to the pixel being textured and then chooses the nearest texel as the texture color.
||Bilinear Filtration—Performs a linear filtration but uses the mipmap that has texels closest in size to the pixel being textured.
||Trilinear Filtration—LabVIEW chooses the two mipmaps that are closest in size to the pixel being textured and then performs a linear filtration on both textures. The resulting texture color is the weighted average of the two values.
||More info to come.