Add anisotropy property to renderer and material for configuring it globally and per material respectively#5309
Merged
dmarcos merged 1 commit intoaframevr:masterfrom Jun 20, 2023
Merged
Conversation
…lobally and per material respectively
Member
|
Thank you so much! |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Description:
When viewing textures under a steep angle it can quickly become "blurry" and "greyish". In those cases anisotropic filtering can make a huge difference in visual quality. See for example the effect it has on the aframe-environment-component: supermedium/aframe-environment-component#95
Meta sets this on all textures for loaded models in their Project Flowerbed and in a blog post they summarize it as:
Three.js provides two ways to configure this, one setting a global default and the other on a per-texture basis. This PR exposes both of them; on the renderer system and material component respectively. For the material it will apply to all texture maps for that material, but in practice you'd want them in sync anyway. The code doesn't have to worry about unsupported values or invalid combinations as Three.js handles that already :-)
Changes proposed:
anisotropyproperty on therenderersystem for settingTHREE.Texture.DEFAULT_ANISOTROPYanisotropyproperty on thematerialcomponent