OpenGL ES provides two sampling methods available; nearest neighbor or linear filtering, with optional MIP Map sampling modes added to move between differently sized textures when downsampling.
This extension adds an additional, high quality cubic filtering mode, using a Catmull-Rom bicubic filter. Performing this kind of filtering can be done in a shader by using 16 samples, but this can be inefficient. The cubic filter mode exposes an optimized high quality texture sampling using fixed functionality.
This extension affects the way textures are sampled, by modifying the way texels within the same MIP-Map level are sampled and resolved. It does not affect MIP-Map filtering, which is still limited to linear or nearest.
| Modifier and Type | Field and Description |
|---|---|
| public static final int | GL_CUBIC_IMG
Accepted by the |
| public static final int | GL_CUBIC_MIPMAP_LINEAR_IMG
Accepted as above only when |
| public static final int | GL_CUBIC_MIPMAP_NEAREST_IMG
Accepted as above only when |
| Access | Constructor and Description |
|---|---|
| private |
| GL_CUBIC_IMG | back to summary |
|---|---|
| public static final int GL_CUBIC_IMG Accepted by the | |
| GL_CUBIC_MIPMAP_LINEAR_IMG | back to summary |
|---|---|
| public static final int GL_CUBIC_MIPMAP_LINEAR_IMG Accepted as above only when | |
| GL_CUBIC_MIPMAP_NEAREST_IMG | back to summary |
|---|---|
| public static final int GL_CUBIC_MIPMAP_NEAREST_IMG Accepted as above only when | |
| IMGTextureFilterCubic | back to summary |
|---|---|
| private IMGTextureFilterCubic() | |