In AndEngine, we can use 4 default Texture option that's defined in TextureOptions class.
Using java Syntax Highlighting
- public class TextureOptions {
- // ===========================================================
- // Constants
- // ===========================================================
- public static final TextureOptions DEFAULT = new TextureOptions(GL10.GL_NEAREST, GL10.GL_NEAREST, GL10.GL_MODULATE, GL10.GL_CLAMP_TO_EDGE, GL10.GL_CLAMP_TO_EDGE);
- public static final TextureOptions BILINEAR = new TextureOptions(GL10.GL_LINEAR, GL10.GL_LINEAR, GL10.GL_MODULATE, GL10.GL_CLAMP_TO_EDGE, GL10.GL_CLAMP_TO_EDGE);
- public static final TextureOptions REPEATING = new TextureOptions(GL10.GL_NEAREST, GL10.GL_NEAREST, GL10.GL_MODULATE, GL10.GL_REPEAT, GL10.GL_REPEAT);
- public static final TextureOptions REPEATING_BILINEAR = new TextureOptions(GL10.GL_LINEAR, GL10.GL_LINEAR, GL10.GL_MODULATE, GL10.GL_REPEAT, GL10.GL_REPEAT);
Parsed in 0.043 seconds, using GeSHi 1.0.8.4
Could any one please tell me what is the difference between 4 options above.
My opinion:
- DEFAULT, fast but do not smooth in case of scaling (for example, scale 800x480 texture to display in a 480x320 screen)
- BILINEAR, better but slower
