SceneTexture class/Filter Mode property

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VI Server Property Information
Property ID 22C3803
Scope Basic Development Environment
Data Name Filter Mode
Short Name* FilterMode
Long Name* Filter Mode
* Displayed here in English. Short and Long names appear in the language of the LabVIEW IDE.
Owning Class ID 111
Owning Class Name SceneTexture Class
Data Type Enum U16 data type

Enum U16

Property Node Filter Mode
Available in Real-Time Operating SystemNo
Available in Run-Time EngineYes
Loads the block diagram into memoryNo
Loads the front panel into memoryNo
Need to authenticate before useNo
Remote access allowedYes
Settable when the VI is runningYes

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.

0 No Filtration—(default) LabVIEW uses the closest texel for the texture color.
1 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.
2 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.
3 Bilinear Filtration—Performs a linear filtration but uses the mipmap that has texels closest in size to the pixel being textured.
4 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.



Version Change(s)
LabVIEW 2018 More info to come.

See Also

External Links