Texture Filtering Toggle
tracked
x1024 Resident
It would be very beneficial to have a toggle to change the texture filtering on a material face to "nearest neighbour" instead of linear.
(Especially for pixel art)
This would allow for much better looking and efficient pixel art and is already a thing under the hood in opengl.
This has been requested before but couldn't be done at the time because of database constraints for each object. But that would have already been changed with the support for PBR materials I believe.
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CrystalShard Foo
This would help my work with sprite sheets and texture atlases so much, not to mention the texture memory savings thanks to not having to enlarge what whould otherwise be a low resolution image just to keep the sharp edges. I strongly support this.
Maestro Linden
tracked
Coffee Pancake
I filed a feature request for this years ago.
There is one (and only one) way to get sharp pixel edges in SL with minimal input data.
Picture 1 - a 512x512 image with entire minecraft atlas with one 16 pixel tile perfectly rendered on a cube.
How is this possible?
Picture 2 - A 3584 tris cube with a butchered UV map.
My feature request was denied.
Chaser Zaks
Yes please! I've wanted this for a quite some time, having nearest neighbor will have various uses, especially for optimization textures. If I want to do say, a terminal font, if I want it to look crisp, I have to upscale the font many times to make it not round the edges.
Coffee Pancake
Chaser Zaks If we don't get this feature. Here is how you can hack up a pixel font right now. It doesn't render perfectly at distance and is obviously insane.
Working around SL limitations sure does inspire amazing creativity!
Chaser Zaks
Coffee Pancake I did that before but the it is so expensive polygon wise, to make matters worse, since the vertices don't get to share UV coordinates because they have to be at
uv + <0.5, 0.5, 0>
, so each quad loses the ability to share the neighboring vertices.Coffee Pancake
Chaser Zaks Punishing insane poly counts is for First Life, we will have none of that here!