How can I mip-map textures with Sprite3D?

Godot Version

Godot 4.2.1 Stable, Arch Linux

Question

I am making a 2.5D game in godot. As far as I know, I have all mip-mapping settings enabled, I have mip-mapping enabled for the texture import, et cetera. However, the texture does not seem to be getting mip-mapped at all, resulting in the sprite3D having a horrible mixel effect when viewed from a distance.

I read through this, but it doesn’t seem to help my case.
Also worth noting that I am using nearest filtering on the sprite3D, and am using the opengl compatibility renderer. The mip-mapping DOES seem to work when I use linear filtering, but I do not want such blurry filtering when the sprite is up close.

You need to enable it for the spite, mip map requires the object to use it

I have “Nearest Mipmap” enabled in
Sprite3D > Flags > Texture Filter
Am I missing something?

My bad you said you had nearest filtering on, not nearest mipmap

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Can you try with anisotropic filtering?

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Seems to be the same thing. It works with linear mipmap anisotropic, but seems to do nothing with nearest mipmap anisotropic.

Well it doesn’t affect things unless it’s needed, and depends on how you’ve configured it, especially with different cases

When you’re up close the kip maps isn’t going to be used, so nearest filtering applies, so unclear what your issue is

I have
Rendering > Textures > Default Filters > Use Nearest Mip Map Filter (On)
Rendering > Textures > Default Filters > Anisotropic Filtering Level (4x (Fast))

I’ve tried tweaking about everything that could impact this in the Project Settings, but it seems to have been in vain.

I just realized what nearest filtering is. This was just a fundemental misunderstanding. Thank you for the help.

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And the filters on the sprite?

But what is wrong specially? How is it looking wrong?

I guess what I’m trying to do is have nearest filtered sprites that only use linear filtering when viewed from a distance. The only example I can think of off the top of my head is how minecraft is able to maintain a “crisp” look to the pixels from a distance or at weird angles.

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That sounds very complicated and you could handle that with scripts, but otherwise I’m not sure

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