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RDSamplerState¶
Inherits: RefCounted < Object
Sampler state (used by RenderingDevice).
Description¶
This object is used by RenderingDevice.
Properties¶
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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 ( SamplerBorderColor value )
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 ( CompareOperator value )
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.
float lod_bias = 0.0
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.