-
-
Notifications
You must be signed in to change notification settings - Fork 21.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[3.x] Add Anisotropic Filter option for TextureArrays #51402
[3.x] Add Anisotropic Filter option for TextureArrays #51402
Conversation
973b763
to
519e543
Compare
519e543
to
e14515c
Compare
We should look into setting a different default for Texture3D and for ArrayTexture. IMO the old default made more sense for Texture3D, but the new default makes more sense for ArrayTextures. |
I have created a second commit, not yet squashed, that separates the bound enums defaults, and the create function. This bit of code produces the following output.
Is this what you want? |
I'd prefer to not duplicate the Flags in both classes. Wouldn't it be enough for them to just use different default values? You could even consider adding a |
bab8377
to
e8465c0
Compare
e8465c0
to
fb609b2
Compare
If I can have two enum defaults, that makes things much simpler so I don't have to work around the clunky auto-documentation and bindings systems, and since C++ doesn't allow overriding enums. This squashed version now includes separate default enum entries.
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks great now! Thank you!
Thanks! |
Addresses point three in #50900.
I'm using TextureArrays in @Zylann 's hterrain. Here it's working as expected. The new FLAGS_DEFAULT on top and that plus anisotropic filtering on bottom. This is with an 8192x6144 (4x3x2k) texture array.