I am trying to figure out how to set the filter/interpolation methods for minification, magnification and mip interpolation. In OpenGL this is done via glTexParameter
but I am struggling to find the equivalent in Unreal.
There is the FSamplerStateInitializerRHI
which takes in one filter. What is is this filter used for? I would assume that the filter method should be part of the texture, not the sampler?
Then, there is the Filter
member of UTexture
, what is this used for?
Is it possible at all to have different filtering methods for minification/magnification/mip-interpolation in Unreal?