Table of Contents

Class TextureLoadOptions

Namespace
Stride.CommunityToolkit.Rendering
Assembly
Stride.CommunityToolkit.dll

How a TextureLoader prepares a texture: its role, and the steps the content pipeline takes at import that a runtime load has to take by hand. The defaults are the pipeline's, except the green flip of a normal map, which the engine's own convention does not need.

public sealed record TextureLoadOptions : IEquatable<TextureLoadOptions>
Inheritance
TextureLoadOptions
Implements

Constructors

TextureLoadOptions(TextureRole)

How a TextureLoader prepares a texture: its role, and the steps the content pipeline takes at import that a runtime load has to take by hand. The defaults are the pipeline's, except the green flip of a normal map, which the engine's own convention does not need.

public TextureLoadOptions(TextureRole Role)

Parameters

Role TextureRole

What the texture is for.

Properties

GenerateMipmaps

Whether to build the full mipmap chain on the CPU. On by default. Without mipmaps a texture seen small or at a grazing angle shimmers, since each screen pixel samples one texel of many; the engine builds no mipmaps at runtime, and a PNG carries none.

public bool GenerateMipmaps { get; init; }

Property Value

bool

InvertY

For a NormalMap, whether to invert the green channel. Off by default: the engine's tangent space has green pointing down the texture, the DirectX convention, which is how the Material Package's maps are stored. Turn it on for a map whose green points up, the OpenGL convention of Blender, Unity and glTF; the sign is wrong when bumps light as dents. Ignored for the other roles.

public bool InvertY { get; init; }

Property Value

bool

Remarks

Game Studio's normal-map import inverts green by default, which suits a green-up map and turns a green-down one, such as the Material Package's own, upside down.

PremultiplyAlpha

For a Color texture, whether to premultiply its colour by its alpha, in linear light. On by default, as in a colour texture asset. Turn it off only for a texture whose pixels are premultiplied already. Ignored for the other roles.

public bool PremultiplyAlpha { get; init; }

Property Value

bool

Role

What the texture is for.

public TextureRole Role { get; init; }

Property Value

TextureRole