Godot Version
4.4.1
Question
I’m not sure if this is a Godot error or just how graphics cards work, but I’m noticing that my mipmapped texture has obvious artifacts when you sample around 50x. I would expect at this zoom out level that the mipmap would be just returning a single pixel that is the average of the entire image, but instead I’m getting something that doesn’t look mipmapped at all.
shader_type canvas_item;
render_mode blend_mix;
uniform float uv_scalar = 1.0;
uniform sampler2D tex: repeat_enable;
void fragment() {
COLOR = texture(tex, UV * uv_scalar);
}
This is really obvious when you zoom in and out because instead of a smooth transition, artifacts from the texture jump all around the image.
Shader with uv_scalar = 100:
Same texture zoomed in a bit
Zoomed in more
Zoomed in close enough to see the base texture
The texture is set to generate mipmaps, but they don’t seem to be doing much good:
Is there a way to get a smooth zoom in/out on this shader?