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Cannot set mipmaps/filter defaults on texture imports from gltf files #52948
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Duplicate of #45206. |
The other issue doesn't mention mipmaps? |
It's still the same underlying cause 🙂 I edited the other issue's title accordingly. |
Just for reference of anyone coming across this, is the present solution to use a) built-in materials or separate files and b) to manually change the mipmap and filter settings on each material? |
You can use non-embedded textures and change the flags on the textures in the Import dock. If you still want to use embedded textures, you'll have to use a script on the MeshInstance to toggle filter/mipmaps on its textures at run-time. |
Does non-embedable mean this? And change flags manually on each one like this? |
Yes, but make sure the individual texture files are separate as well (i.e. not embedded within the
Yes, but you need to do it from a script or your changes will be lost upon running the project or reimporting the glTF (depending on whether you've set materials to be kept on reimport). |
In my experience:
So far, I've found no good solution for importing an object, having it respect my texture import settings and being able to turn it into an instanced scene to add scripts or colliders or whatever to. |
Godot version
3.3 stable
System information
Windows 7 64-bit
Issue description
I've set the texture imports in both Project Settings and the node import tab, but textures still come in with filter and mipmaps on:
A gltf file exported from blender always imports like this:
This happens with both built-in materials and unpacked files:
Steps to reproduce
Export a gltf in blender, watch as Godot does not import with the texture defaults it's been given.
Minimal reproduction project
No response
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