$pointsamplemagfilter: Difference between revisions

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m (Reword the point sample flag note)
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This makes it pixelated when near the texture, but smooth when far way, and will not produce [https://en.wikipedia.org/wiki/Moir%C3%A9_pattern moiré patterns] when viewed at grazing angles or from distance, compared to just enabling Point Sampling flag in a material's [[Valve_Texture_Format|VTF]].
This makes it pixelated when near the texture, but smooth when far way, and will not produce [https://en.wikipedia.org/wiki/Moir%C3%A9_pattern moiré patterns] when viewed at grazing angles or from distance, compared to just enabling Point Sampling flag in a material's [[Valve_Texture_Format|VTF]].
{{Note|Not compatible with blended displacement materials.}}
{{Note|Not compatible with blended displacement materials.}}
{{Note|A similar effect can be achieved by enabling Point Sampling in a material's [[Valve_Texture_Format|VTF]] file. ( Which ''does'' work with blended materials, use this instead! )}}
{{Note|A similar effect can be achieved by enabling Point Sampling in a texture's [[Valve_Texture_Format|VTF]] file (which works on all materials).}}
{{Note|Effect only works on <code>[[$basetexture]]</code> and will not have the desired effect on the <code>[[$bumpmap]]</code>.}}
{{Note|Effect only works on <code>[[$basetexture]]</code> and will not have the desired effect on the <code>[[$bumpmap]]</code>.}}
{{Bug|This parameter may not work on older hardware.}}
{{Bug|This parameter may not work on older hardware.}}

Revision as of 08:25, 18 February 2023

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Example of $pointsamplemagfilter set to 1 and 0.

$pointsamplemagfilter is a material shader parameter available in Counter-Strike: Global Offensive for LightmappedGeneric. It disables texture filtering on a material if the texture resolution is bigger than the space it occupies onscreen, and linearly interpolated (smooth) if its smaller, and will use mipmaps.

This makes it pixelated when near the texture, but smooth when far way, and will not produce moiré patterns when viewed at grazing angles or from distance, compared to just enabling Point Sampling flag in a material's VTF.

Note.pngNote:Not compatible with blended displacement materials.
Note.pngNote:A similar effect can be achieved by enabling Point Sampling in a texture's VTF file (which works on all materials).
Note.pngNote:Effect only works on $basetexture and will not have the desired effect on the $bumpmap.
Icon-Bug.pngBug:This parameter may not work on older hardware.  [todo tested in ?]
Difference side by side, $pointsamplemagfilter (left) is pixelated and looks good in the distance as well

VMT syntax example

$pointsamplemagfilter <bool>