Note
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Specifies additional aspects of how a sprite batch is to be drawn, as part of a call to ID2D1DeviceContext3::DrawSpriteBatch.
Syntax
typedef enum D2D1_SPRITE_OPTIONS {
D2D1_SPRITE_OPTIONS_NONE = 0,
D2D1_SPRITE_OPTIONS_CLAMP_TO_SOURCE_RECTANGLE = 1,
D2D1_SPRITE_OPTIONS_FORCE_DWORD = 0xffffffff
} ;
Constants
D2D1_SPRITE_OPTIONS_NONE Value: 0 Default value. No special drawing configuration. This option yields the best drawing performance. |
D2D1_SPRITE_OPTIONS_CLAMP_TO_SOURCE_RECTANGLE Value: 1 Interpolation of bitmap pixels will be clamped to the sprite’s source rectangle. If the sub-images in your source bitmap have no pixels separating them, then you may see color bleeding when drawing them with D2D1_SPRITE_OPTIONS_NONE. In that case, consider adding borders between them with your sprite-packing tool, or use this option. Note that drawing sprites with this option enabled is slower than using D2D1_SPRITE_OPTIONS_NONE. |
D2D1_SPRITE_OPTIONS_FORCE_DWORD Value: 0xffffffff |
Requirements
Requirement | Value |
---|---|
Header | d2d1_3.h |