DirectX SDK

About the Mirror Texture Address Mode

[C++]

The "mirror" texture address mode, identified by the D3DTADDRESS_MIRROR member of the D3DTEXTUREADDRESS enumerated type, causes Direct3D to mirror the texture at every integer boundary. Suppose, for example, your program creates a square primitive and specifies texture coordinates of (0.0,0.0), (0.0,3.0), (3.0,3.0), and (3.0,0.0). Setting the texture addressing mode to D3DTADDRESS_MIRROR will result in the texture being applied three times in both the u- and v-directions. Every other row and column that it is applied to will be a mirror image of the preceding row or column.

[Visual Basic]

The "mirror" texture address mode, identified by the D3DTADDRESS_MIRROR member of the CONST_D3DTEXTUREADDRESS enumeration, causes Direct3D to mirror the texture at every integer boundary. Suppose, for example, your program creates a square primitive and specifies texture coordinates of (0.0,0.0), (0.0,3.0), (3.0,3.0), and (3.0,0.0). Setting the texture addressing mode to D3DTADDRESS_MIRROR will result in the texture being applied three times in both the u- and v-directions. Every other row and column that it is applied to will be a mirror image of the preceding row or column.

This is illustrated in the following figure:

The effects of this texture address mode are similar to, but distinct from, those of the "wrap" mode. For more information, see About the Wrap Texture Address Mode.