RDSamplerState ​
Inherits: RefCounted < Object
Sampler state (used by RenderingDevice).
Description
This object is used by RenderingDevice.
Properties
1.0 | ||
2 | ||
7 | ||
false | ||
0.0 | ||
0 | ||
1e+20 | ||
0 | ||
0.0 | ||
0 | ||
2 | ||
2 | ||
2 | ||
false | ||
false |
Property Descriptions
float anisotropy_max = 1.0 🔗
Maximum anisotropy that can be used when sampling. Only effective if use_anisotropy is true
. Higher values result in a sharper sampler at oblique angles, at the cost of performance (due to memory bandwidth). This value may be limited by the graphics hardware in use. Most graphics hardware only supports values up to 16.0
.
If anisotropy_max is 1.0
, forcibly disables anisotropy even if use_anisotropy is true
.
SamplerBorderColor border_color = 2 🔗
void set_border_color(value: SamplerBorderColor)
SamplerBorderColor get_border_color()
The border color that will be returned when sampling outside the sampler's bounds and the repeat_u, repeat_v or repeat_w modes have repeating disabled.
CompareOperator compare_op = 7 🔗
void set_compare_op(value: CompareOperator)
CompareOperator get_compare_op()
The compare operation to use. Only effective if enable_compare is true
.
bool enable_compare = false 🔗
If true
, returned values will be based on the comparison operation defined in compare_op. This is a hardware-based approach and is therefore faster than performing this manually in a shader. For example, compare operations are used for shadow map rendering by comparing depth values from a shadow sampler.
The mipmap LOD bias to use. Positive values will make the sampler blurrier at a given distance, while negative values will make the sampler sharper at a given distance (at the risk of looking grainy). Recommended values are between -0.5
and 0.0
. Only effective if the sampler has mipmaps available.
SamplerFilter mag_filter = 0 🔗
void set_mag_filter(value: SamplerFilter)
SamplerFilter get_mag_filter()
The sampler's magnification filter. It is the filtering method used when sampling texels that appear bigger than on-screen pixels.
The maximum mipmap LOD bias to display (lowest resolution). Only effective if the sampler has mipmaps available.
SamplerFilter min_filter = 0 🔗
void set_min_filter(value: SamplerFilter)
SamplerFilter get_min_filter()
The sampler's minification filter. It is the filtering method used when sampling texels that appear smaller than on-screen pixels.
The minimum mipmap LOD bias to display (highest resolution). Only effective if the sampler has mipmaps available.
SamplerFilter mip_filter = 0 🔗
void set_mip_filter(value: SamplerFilter)
SamplerFilter get_mip_filter()
The filtering method to use for mipmaps.
SamplerRepeatMode repeat_u = 2 🔗
void set_repeat_u(value: SamplerRepeatMode)
SamplerRepeatMode get_repeat_u()
The repeat mode to use along the U axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.
SamplerRepeatMode repeat_v = 2 🔗
void set_repeat_v(value: SamplerRepeatMode)
SamplerRepeatMode get_repeat_v()
The repeat mode to use along the V axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.
SamplerRepeatMode repeat_w = 2 🔗
void set_repeat_w(value: SamplerRepeatMode)
SamplerRepeatMode get_repeat_w()
The repeat mode to use along the W axis of UV coordinates. This affects the returned values if sampling outside the UV bounds. Only effective for 3D samplers.
bool unnormalized_uvw = false 🔗
If true
, the texture will be sampled with coordinates ranging from 0 to the texture's resolution. Otherwise, the coordinates will be normalized and range from 0 to 1.
bool use_anisotropy = false 🔗
If true
, perform anisotropic sampling. See anisotropy_max.