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Texture filtering/mipmapping mode on embedded textures is not applied from imported glTF scenes #45206
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This is because the wooden table is using an embedded texture in (Don't uncheck Filter there for anything else than preview purposes, as changes will be lost when running the project.) |
Yeah, you were right. Sorry about that and thank you! |
The GLTF specs say that there are sampler objects that define texture filtering in the files, and the model file that @arisu0 provided contains magFilter of 9728 (NEAREST) and minFilter of 9984 (NEAREST_MIPMAP_NEAREST). This issue can be worked around, but shouldn't the imported model be getting texture filter information from the file anyways? |
Note that this needs different PRs to be fixed in |
It also doesn't import the mipmap settings in the default, they always default to on. |
I've created a fork to try and fix this for the 3.x branch. This is my first time, and I'm pretty busy, so this may take awhile. Feel free to work ahead of me if necessary. |
@TheTophatDemon Please submit for review. |
Here is a drafted pull request: #54044 |
I expect alpha to be sometime soon, not sure for godot 4. Here's my wip branch. It has a few unsolved problems with repeat/mirror mode being a singular global setting. |
So i added this into the .gltf file exported out of Godot, and when importing that file into Blender everything worked porperly and looked crisp. I had to re-export a GLB file from Blender though to be able to view the model in PowerPoint.
Also curious as to why the option to embed .gltf files with mesh data and textures (like the .glb) isn't an export option in Godot? I understand that it adds to the file size by about 30% to encode things as base64, but when things like the inability to not filter a texture isn't working, tweaking the text file becomes very convenient. I've come from Three.js where exported .gltf files have embedded texture files with the ability to turn off filtering and the embedded texture files save a lot of hassles when moving things around. |
Is this being fixed for 3.6? It’s nice to import a glb into Godot 4.0 and have it respect the filter settings (or easily override them in the project settings) but I still have to use the clunky gltf with separate material imports in 3.5. |
Edit: This was implemented in #66856, which was merged after 3.5 was released. Can you try building the latest |
I've never been able to build from source, it doesn't look as though it's been added to the latest 3.x release though? |
Can someone using 3.x test if this is still an issue? |
@lyuma |
Godot version:
Godot 3.2.3
OS/device including version:
Gentoo Linux, Nvidia gtx 850m (nvidia-drivers) gles3
USE flags:
image
Issue description:
Nearest neighbor not applying when filter is disabled on import, textures are always filtered.
Minimal reproduction project:
game.zip
Behavior in my system:
image
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