Enum BaseMaterial3D.TextureFilterEnum
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum BaseMaterial3D.TextureFilterEnum : long
Fields
Linear = 1The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
LinearWithMipmaps = 3The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if
ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filteristrue). This makes the texture look smooth from up close, and smooth from a distance.LinearWithMipmapsAnisotropic = 5The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if
ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filteristrue) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjustingProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.Max = 6Represents the size of the BaseMaterial3D.TextureFilterEnum enum.
Nearest = 0The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
NearestWithMipmaps = 2The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if
ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filteristrue). This makes the texture look pixelated from up close, and smooth from a distance.NearestWithMipmapsAnisotropic = 4The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if
ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filteristrue) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjustingProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level.