With this function you can get the minimum mipmap level which is currently used for a given 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 of 0 for full resolution, 1 for the first mipmap, 2 for the second etc...
gpu_get_tex_min_mip_ext(sampler_index);
Argument | Type | Description |
---|---|---|
sampler_index | Shader Sampler Handle | The index of the shader sampler to get |
Real (default: 0)
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_min_mip_ext(_sampleIndex) != 0)
{
gpu_set_tex_min_mip_ext(_sampleIndex, 0);
}
texture_set_stage(_sampleIndex , _spriteTex);
shader_reset();
The above code sets the minimum mipmap level to 0 for the given shader texture sampler if it has not already been set to 0.