Boundary-Handling Methods
You use a boundary-handling method specifier to indicate how you want a shader to handle uv values that are outside the valid range (namely, 0 to 1). For example, you pass one of these constants to theQ3Shader_SetUBoundary
function to indicate how to handle values in the u parametric direction that lie outside the valid range.
- Note
- For a fuller description of boundary-handling methods, see "Handling uv Values Outside the Valid Range," beginning on page 14-15.
typedef enum TQ3ShaderUVBoundary { kQ3ShaderUVBoundaryWrap, kQ3ShaderUVBoundaryClamp } TQ3ShaderUVBoundary;Constant descriptions
kQ3ShaderUVBoundaryWrap
- Values outside the valid range are to be wrapped. To wrap a shader effect is to replicate the entire effect across the mapped area. For example, for a texture shader, wrapping causes the entire image to be replicated across the surface onto which the texture is mapped.
kQ3ShaderUVBoundaryClamp
- Values outside the valid range are to be clamped. To clamp a shader effect is to replicate the boundaries of the effect across the portion of the mapped area that lies outside the valid range. For example, for a texture shader, clamping causes boundaries of the image to be smeared across the portion of the surface onto which the texture is mapped that lies outside the valid range.