Open MCHDaniel opened 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.
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
.
Look how it looks much better with nearest neighbor filtering
Is there at least a workaround for this?
Why do you need this tho?
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.
try Xash3D Engine, but I don't remember if its fixed there
Anybody figured out how to disable the skybox filter?
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.
The skybox texture in HL1 is always filtered regardless of gl_texturemode setting. In the following screenshot I'm using gl_texturemode GL_NEAREST.