Short Name: FilterMode
Requires: Full Development System
Class: SceneTexture Properties
To Use: Create a property.
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. |
The following table lists the characteristics of this property.
Data type | |
Permissions | Read/Write |
Available in Run-Time Engine | Yes |
Available in Real-Time Operating System | No |
Settable when the VI is running | Yes |
Loads the front panel into memory | No |
Need to authenticate before use | No |
Loads the block diagram into memory | No |
Remote access allowed | Yes |