ValveSoftware / halflife

Half-Life 1 engine based games
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[HL1] Skybox texture is always filtered in OpenGL mode #2606

Open MCHDaniel opened 5 years ago

MCHDaniel commented 5 years ago

The skybox texture in HL1 is always filtered regardless of gl_texturemode setting. In the following screenshot I'm using gl_texturemode GL_NEAREST.

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JulianHeuser commented 5 years ago

I assume the reason for this is that skyboxes are stored as tga files and aren't a bmp in a wad like everything else. I'd like to see this fixed though, maybe give the ability to control filtering of skybox textures separately.

SamVanheer commented 5 years ago

The engine doesn't use the filtering settings for skies. BMP skies use the default setting (GL_LINEAR), and TGA skies explicitly set GL_LINEAR.

pudingus commented 4 years ago

cliffft_bilinear cliffft_nearest Look how it looks much better with nearest neighbor filtering

MCHDaniel commented 4 years ago

Is there at least a workaround for this?

PRinceBhai commented 4 years ago

Why do you need this tho?

MCHDaniel commented 4 years ago

I want to have crisp textures on everything without having to resort to using the software renderer, which is pretty buggy and has lower color depth.

pudingus commented 4 years ago

try Xash3D Engine, but I don't remember if its fixed there

Riccardoman commented 3 years ago

Anybody figured out how to disable the skybox filter?

SirYodaJedi commented 1 year ago

I think it should be a separate cvar. I've grown fond of the blurry skyboxes in the pixelated world; sort of like a psuedo depth-of-field. I'm sure I'm not the only crazy one who thinks this.

Additionally, forcing mipmapping would probably cause skybox texture seams at certain angles and resolutions (not to mention being a waste of VRAM, not that that was an issue). Something like a boolean gl_skyfilter that defaults to 1 if not present might work.