RDSamplerState

Inherits: RefCounted < Object

Sampler state (used by RenderingDevice).

Description

This object is used by RenderingDevice.

Properties

float

anisotropy_max

1.0

SamplerBorderColor

border_color

2

CompareOperator

compare_op

7

bool

enable_compare

false

float

lod_bias

0.0

SamplerFilter

mag_filter

0

float

max_lod

1e+20

SamplerFilter

min_filter

0

float

min_lod

0.0

SamplerFilter

mip_filter

0

SamplerRepeatMode

repeat_u

2

SamplerRepeatMode

repeat_v

2

SamplerRepeatMode

repeat_w

2

bool

unnormalized_uvw

false

bool

use_anisotropy

false


Property Descriptions

float anisotropy_max = 1.0 🔗

  • void set_anisotropy_max(value: float)

  • float get_anisotropy_max()

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 🔗

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 🔗

The compare operation to use. Only effective if enable_compare is true.


bool enable_compare = false 🔗

  • void set_enable_compare(value: bool)

  • bool get_enable_compare()

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.


float lod_bias = 0.0 🔗

  • void set_lod_bias(value: float)

  • float get_lod_bias()

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 🔗

The sampler’s magnification filter. It is the filtering method used when sampling texels that appear bigger than on-screen pixels.


float max_lod = 1e+20 🔗

  • void set_max_lod(value: float)

  • float get_max_lod()

The maximum mipmap LOD bias to display (lowest resolution). Only effective if the sampler has mipmaps available.


SamplerFilter min_filter = 0 🔗

The sampler’s minification filter. It is the filtering method used when sampling texels that appear smaller than on-screen pixels.


float min_lod = 0.0 🔗

  • void set_min_lod(value: float)

  • float get_min_lod()

The minimum mipmap LOD bias to display (highest resolution). Only effective if the sampler has mipmaps available.


SamplerFilter mip_filter = 0 🔗

The filtering method to use for mipmaps.


SamplerRepeatMode repeat_u = 2 🔗

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 🔗

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 🔗

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 🔗

  • void set_unnormalized_uvw(value: bool)

  • bool get_unnormalized_uvw()

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 🔗

  • void set_use_anisotropy(value: bool)

  • bool get_use_anisotropy()

If true, perform anisotropic sampling. See anisotropy_max.


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