With this function you can get the current maximum level of anisotropy when using the tf_anisotropic filter mode (see gpu_get_tex_mip_filter() for more information) on a shader sampler. You supply the index value for the shader sampler (as returned by the function shader_get_sampler_index(), and the function will return a value within the range of 1 and 16.
gpu_get_tex_max_aniso_ext(sampler_index);
Argument | Type | Description |
---|---|---|
sampler_index | Shader Sampler Handle | The index of the shader sampler to get |
Real (default: 16)
var _sampleIndex = shader_get_sampler_index(shd_Glass, "s_Background");
var _spriteTex = sprite_get_texture(sprite_index, 0);
shader_set(shd_Glass);
if (gpu_get_tex_max_aniso_ext(_sampleIndex) != 8)
{
gpu_set_tex_max_aniso_ext(_sampleIndex, 8);
}
texture_set_stage(_sampleIndex , _spriteTex);
shader_reset();
The above code sets the maximum level of anisotropy to 8 for the given shader texture sampler if it has not already been set to 8.