Enumeration Casemigueldeicaza.swiftgodot 0.45.0SwiftGodot
nearestWithMipmapsAnisotropic
The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting ProjectSettings/rendering/textures/defaultFilters/anisotropicFilteringLevel
.
case nearestWithMipmapsAnisotropic
Other cases
case parentNode
The
CanvasItem
will inherit the filter from its parent.case nearest
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering. Useful for pixel art.
case linear
The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.
case nearestWithMipmaps
The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps.
case linearWithMipmaps
The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to
Camera2D
zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.case linearWithMipmapsAnisotropic
The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting
ProjectSettings/rendering/textures/defaultFilters/anisotropicFilteringLevel
.case max
Represents the size of the
TextureFilter
enum.