Sprite not rendering properly

Godot Version

v4.2.1.stable.official

Question

I’m not sure if this is a bug or if I’m missing something, but I’m adding sprites to Godot to make a scene, but every sprite in editor seems to be right, until I assign that image to a sprite renderer, then it changes even the preview adding some sort of pixel dithering and loosing color in the process.

The image above is before using the texture in any sprite renderer

Even before making the texture filter to nearest (because it’s a sprite) it has that strange dithering, some sort loss of quality.

The images are unmodified if I check it with my image viewer, I’ve tried to put it in 2D, 3D, different scene or different project, and it’s still wrong.

The only thing I’ve noticed is that this issue is easier to see in lower resolution images, so sprites pixel art misses some colors directly.

You imported it as a CompressedTexture2D. You probably want to use the non-compressed version for sprites. It should be an option in the import panel.

1 Like

YOu need to set the correct SpriteBase3D.texture_filter For example, Nearest with Mipmaps.

Thank you very much!! I have ignored all this time the import window behind the scene hierarchy.

I thought the inspector options were all the import settings of an asset, it would be cool if it could redirect to the import window for the extra options.

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