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Changing the TextureFilter in the editor has no effect


Lupin
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When I try to change the TextureFilter to Nearest and resave the texture file, I see no effect.
Both, the material preview and the scene are rendered as if the linear filtering was hardcoded.
Also, when I exit the editor and re-enter, all textures that I changed are set to Linear again.

I didn't find any other filtering option in the editor. In pure OpenGL I do something like this:

  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );

Is this a bug or am I missing something?
The effect I'm trying to achieve, visually should look similar to this:

 

mag_filter_nearest.jpg

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This is functionality that has not been implemented yet. It's more complicated because of the use of bindless textures. Each bindless texture handle is final and cannot be changed once it is created, so just changing the texture filter mode will require a new bindless handle to be created, and the old handle must be updated everywhere it is stored in memory. It will get done, but requires more time.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Thank you for the explanation.

Now that I think about it, I wouldn't really want to change this setting for every single texture in the editor. And to do it every time I change something (to keep the graphic style uniform).

It would be much more convenient to be able to optionally set some kind of static flag at application startup, maybe SetDefaultTextureFilter(...)? which would be used internally instead of a hard-coded value for each loaded texture. In fact, I don't need to see those pixels in the editor if I could just change the default filtering at game startup so easily.

Well, I guess this has turned into a topic for the "suggestion box". Anyway, it's nothing urgent, just wanted to test something.

 

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Thanks, but I will unmark the solution and keep this open. It is technically a bug since the option is there but does not work yet.

My job is to make tools you love, with the features you want, and performance you can't live without.

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