Table of Contents

Class RDSamplerState

Namespace
Godot
Assembly
GodotSharp.dll

This object is used by RenderingDevice.

public class RDSamplerState : RefCounted, IDisposable
Inheritance
RDSamplerState
Implements
Inherited Members

Constructors

RDSamplerState()

public RDSamplerState()

Properties

AnisotropyMax

Maximum anisotropy that can be used when sampling. Only effective if UseAnisotropy 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 AnisotropyMax is 1.0, forcibly disables anisotropy even if UseAnisotropy is true.

public float AnisotropyMax { get; set; }

Property Value

float

BorderColor

The border color that will be returned when sampling outside the sampler's bounds and the RepeatU, RepeatV or RepeatW modes have repeating disabled.

public RenderingDevice.SamplerBorderColor BorderColor { get; set; }

Property Value

RenderingDevice.SamplerBorderColor

CompareOp

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

public RenderingDevice.CompareOperator CompareOp { get; set; }

Property Value

RenderingDevice.CompareOperator

EnableCompare

If true, returned values will be based on the comparison operation defined in CompareOp. 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.

public bool EnableCompare { get; set; }

Property Value

bool

LodBias

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.

public float LodBias { get; set; }

Property Value

float

MagFilter

The sampler's magnification filter.

public RenderingDevice.SamplerFilter MagFilter { get; set; }

Property Value

RenderingDevice.SamplerFilter

MaxLod

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

public float MaxLod { get; set; }

Property Value

float

MinFilter

public RenderingDevice.SamplerFilter MinFilter { get; set; }

Property Value

RenderingDevice.SamplerFilter

MinLod

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

public float MinLod { get; set; }

Property Value

float

MipFilter

The filtering method to use for mipmaps.

public RenderingDevice.SamplerFilter MipFilter { get; set; }

Property Value

RenderingDevice.SamplerFilter

RepeatU

The repeat mode to use along the U axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.

public RenderingDevice.SamplerRepeatMode RepeatU { get; set; }

Property Value

RenderingDevice.SamplerRepeatMode

RepeatV

The repeat mode to use along the V axis of UV coordinates. This affects the returned values if sampling outside the UV bounds.

public RenderingDevice.SamplerRepeatMode RepeatV { get; set; }

Property Value

RenderingDevice.SamplerRepeatMode

RepeatW

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.

public RenderingDevice.SamplerRepeatMode RepeatW { get; set; }

Property Value

RenderingDevice.SamplerRepeatMode

UnnormalizedUvw

public bool UnnormalizedUvw { get; set; }

Property Value

bool

UseAnisotropy

If true, perform anisotropic sampling. See AnisotropyMax.

public bool UseAnisotropy { get; set; }

Property Value

bool

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool