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[HL1] Skybox texture is always filtered in OpenGL mode #2606
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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 ( |
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 |
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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