My scene has a Subviewport and then renders into a fullscreen Sprite2D via ViewportTexture. For reasons I don’t understand, sprites in the viewport end up jaggedy as heck (or, if I up the filter level, end up blurry). I cannot get the Sprites’ pixels to come through 1:1 - there’s absolutely nothing going on, the viewport is intended to pass into the full screen sprite viewport texture 1:1.
The only clue I have into the problem is that if put a game sprite in the viewport, give it a texture + material, and then make another game sprite outside (after) the viewport, give it the same texture + material, the game sprite in the viewport renders jaggedy, the one outside doesn’t. The textures I’m using here are very large, and are scaled down to be rendered. There are no mipmaps. It almost feels like being inside the viewport is affecting the canvas_item shader for the game sprite somehow. But I don’t know how, nor can I control it. All I know is the same sprite rendered outside the viewport looks fine. That sprite inside the viewport looks like jaggedy garbage.
What could I be doing wrong here?