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.
opened 05:42PM - 19 Jul 20 UTC
closed 06:21PM - 12 Aug 21 UTC
topic:rendering
**Describe the project you are working on:**
The project I'm currently working … on is a first person adventure game with unfiltered lower resolution textures for a more retro pixelated style look.
**Describe the problem or limitation you are having in your project:**
Godot allows importing textures without filtering enabled for projects like these, but for as far as I know there is no option to have unfiltered mipmaps, having mipmaps enabled always results in far-off textures appearing filtered, even when the Filter import flag is disabled.

You can of-course decide to disable mipmapping altogether, but this is not an ideal solution for this kinda thing, as textures will start to look ugly the further away from the camera.
**Describe the feature / enhancement and how it helps to overcome the problem or limitation:**
I don't really know what the best way would be to implement this, or if it is even possible, but an import flag that allows to disable mipmap filtering would be nice, perhaps next to the existing import flags.
**Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:**
I do not have experience with OpenGL rendering programming myself, so I could be wrong on this, but I believe OpenGL has a filtering mode called: GL_NEAREST_MIPMAP_NEAREST, that might allow for the type of thing I'm looking for.
**If this enhancement will not be used often, can it be worked around with a few lines of script?:**
Not that I know of, there is a project setting that seems to suggest enabling what I'm looking for, but it does not have the expected effect, mipmaps still appear filtered even with it enabled. (rendering/quality/filters/use_nearest_mipmap_filter)
**Is there a reason why this should be core and not an add-on in the asset library?:**
Not applicable.
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
1 Like
Can you try with anisotropic filtering?
1 Like
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.
1 Like
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.
1 Like
That sounds very complicated and you could handle that with scripts, but otherwise I’m not sure
1 Like
system
Closed
April 20, 2024, 6:44pm
14
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.