void Sampler::SetTextureId( ResourceId textureId )
{
+ mTextureId = textureId;
}
void Sampler::SetFilterMode( BufferIndex bufferIndex, FilterMode minFilter, FilterMode magFilter )
{
+ mMinFilter[bufferIndex] = minFilter;
+ mMagFilter[bufferIndex] = magFilter;
}
void Sampler::SetWrapMode( BufferIndex bufferIndex, WrapMode uWrap, WrapMode vWrap )