Disabling the texture filtering? #350
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DescriptionI want to be able to use solid colours for textures and the blurring/texture filtering is something i don't like. Could there be a way to disable it? |
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Replies: 8 comments 1 reply
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Change texture filtering to nearest in the material settings, or enable the shader override and adjust the sampler filtering however you like. |
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@TokisanGames Changing it from Liniar to Nearest doesnt seem to change anything |
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It does. Zoom in, increase the uv scale of your textures, or watch the tutorial videos where it's demonstrated. |
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This shows what texture filtering does with textures that have detail: This shows what it changes: You can look through the Godot docs for other filtering options and enable the override shader to experiment with them. We don't control the renderer. For filtering we just pass it along to the renderer. However, what you have on your screen probably has nothing to do with texture filtering. Read this: Most likely you're looking at the blend between vertices. Edit the shader override and disable the weighted average of adjacent vertices, aka bilinear interpolation, and use the values of just one vertex. |
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is there a way to remove the blend? |
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I just told you in the last paragraph. |
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Converted to a Q&A discussion as it's not a bug. |
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Converted to a Q&A discussion as it's not a bug.
Closed because the answer was given. By design pixels bilinearly interpolate among 4 adjacent vertices. If you don't want that, edit the shader in the editor and just take the value from any one vertex, removing the weighting.