Talk:$pointsamplemagfilter: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
 
m (→‎GoldSrc equivalent: edit comment)
Line 1: Line 1:
== GoldSrc equivalent ==
== GoldSrc equivalent ==
Is it worth noting that <code>$pointsamplemagfilter</code> is visually equivalent to setting texture filtering to <code>GL_TEXTUREMODE GL_NEAREST_MIPMAP_LINEAR</code> in [[GoldSrc]], except that <code>$pointsamplemagfilter</code> is per-material? By extension, setting point sampling in the [[VTF]] or setting <code>mat_filtertextures</code> to <code>0</code> is visually equivalent to <code>GL_TEXTUREMODE GL_NEAREST</code> (it doesn't mipmap).<br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 12:38, 30 June 2022 (PDT)
Is it worth noting that <code>$pointsamplemagfilter</code> is visually equivalent to setting texture filtering to <code>GL_TEXTUREMODE GL_NEAREST_MIPMAP_LINEAR</code> in [[GoldSrc]], except that <code>$pointsamplemagfilter</code> is per-material? By extension, setting the point sampling flag in the [[VTF]] or setting the [[ConVar|cvar]] <code>mat_filtertextures</code> to <code>0</code> is visually equivalent to <code>GL_TEXTUREMODE GL_NEAREST</code> (it doesn't mipmap).<br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 12:38, 30 June 2022 (PDT)

Revision as of 11:41, 30 June 2022

GoldSrc equivalent

Is it worth noting that $pointsamplemagfilter is visually equivalent to setting texture filtering to GL_TEXTUREMODE GL_NEAREST_MIPMAP_LINEAR in GoldSrc, except that $pointsamplemagfilter is per-material? By extension, setting the point sampling flag in the VTF or setting the cvar mat_filtertextures to 0 is visually equivalent to GL_TEXTUREMODE GL_NEAREST (it doesn't mipmap).
SirYodaJedi (talk) 12:38, 30 June 2022 (PDT)