Class reference
RDSamplerState
Inherits RefCounted
Sampler state (used by RenderingDevice).
Description
This object is used by RenderingDevice.
Properties
float anisotropy_max = 1.0
float anisotropy_max = 1.0Maximum 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.
int border_color = 2
int border_color = 2The 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.
int compare_op = 7
int compare_op = 7The compare operation to use. Only effective if enable_compare is true.
bool enable_compare = false
bool enable_compare = falseIf 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
float lod_bias = 0.0The 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.
int mag_filter = 0
int mag_filter = 0The 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
float max_lod = 1e+20The maximum mipmap LOD bias to display (lowest resolution). Only effective if the sampler has mipmaps available.
int min_filter = 0
int min_filter = 0The 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
float min_lod = 0.0The minimum mipmap LOD bias to display (highest resolution). Only effective if the sampler has mipmaps available.
int mip_filter = 0
int mip_filter = 0The filtering method to use for mipmaps.
int repeat_u = 2
int repeat_u = 2The repeat mode to use along the U axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.
int repeat_v = 2
int repeat_v = 2The repeat mode to use along the V axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.
int repeat_w = 2
int repeat_w = 2The 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
bool unnormalized_uvw = falseIf 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
bool use_anisotropy = falseIf true, perform anisotropic sampling. See anisotropy_max.