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[HL1] Skybox texture is always filtered in OpenGL mode

Open MCHDaniel opened this issue 6 years ago • 9 comments

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

23048754

MCHDaniel avatar Jul 20 '19 14:07 MCHDaniel

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.

JulianHeuser avatar Jul 20 '19 20:07 JulianHeuser

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.

SamVanheer avatar Jul 20 '19 20:07 SamVanheer

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

pudingus avatar Nov 21 '19 13:11 pudingus

Is there at least a workaround for this?

MCHDaniel avatar Mar 16 '20 09:03 MCHDaniel

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.

MCHDaniel avatar Mar 16 '20 15:03 MCHDaniel

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

pudingus avatar Mar 16 '20 19:03 pudingus

Anybody figured out how to disable the skybox filter?

Riccardoman avatar Nov 27 '20 00:11 Riccardoman

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.

SirYodaJedi avatar Jun 02 '23 10:06 SirYodaJedi

This would help with creating skyboxes too

Pacman1105 avatar Jan 19 '25 23:01 Pacman1105