materialsystem/ctexture.cpp
void CTexture::SetFilteringAndClampingMode()
{
	if( !HasBeenAllocated() )
		return;

	int nCount = m_nFrameCount;
	if ( IsX360() && IsRenderTarget() )
	{
		// 360 render targets have a reserved surface
		nCount--;
	}

	for ( int iFrame = 0; iFrame < nCount; ++iFrame )
	{
		Modify( iFrame );			// Indicate we're changing state with respect to a particular frame
		SetWrapState();				// Send the appropriate wrap/clamping modes to the shaderapi.
		SetFilterState();			// Set the filtering mode for the texture after downloading it.
									// NOTE: Apparently, the filter state cannot be set until after download
	}
}
//-----------------------------------------------------------------------------
// Sets the filtering + clamping modes on the texture
//-----------------------------------------------------------------------------
Sets the filtering + clamping modes on the texture
Sets the filtering + clamping modes on the texture
void CTexture::SetFilteringAndClampingMode()
{
	if( !HasBeenAllocated() )
		return;
	int nCount = m_nFrameCount;
	if ( IsX360() && IsRenderTarget() )
	{
		nCount--;
	}
	for ( int iFrame = 0; iFrame < nCount; ++iFrame )
	{
		Modify( iFrame );			
		SetWrapState();				
		SetFilterState();			
	}
}
void CTexture :: SetFilteringAndClampingMode ( ) { if ( ! HasBeenAllocated ( ) ) return ; int nCount = m_nFrameCount ; if ( IsX360 ( ) && IsRenderTarget ( ) ) { nCount -- ; } for ( int iFrame = 0 ; iFrame < nCount ; ++ iFrame ) { Modify ( iFrame ) ; SetWrapState ( ) ; SetFilterState ( ) ; } }
Sets the filtering + clamping modes on the texture
Sets the filtering + clamping modes on the texture
// 360 render targets have a reserved surface // Indicate we're changing state with respect to a particular frame // Send the appropriate wrap/clamping modes to the shaderapi. // Set the filtering mode for the texture after downloading it. // NOTE: Apparently, the filter state cannot be set until after download