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Use correct scaling type when falling back to bilinear#110672

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Repiteo merged 1 commit intogodotengine:masterfrom
Kaleb-Reid:fallback-scaling-type
Oct 6, 2025
Merged

Use correct scaling type when falling back to bilinear#110672
Repiteo merged 1 commit intogodotengine:masterfrom
Kaleb-Reid:fallback-scaling-type

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@Kaleb-Reid
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When falling back to bilinear scaling under multiple circumstances the scaling type was not updated and could still be temporal even though bilinear is spatial.

Fixes #107704

@Kaleb-Reid Kaleb-Reid requested a review from a team as a code owner September 18, 2025 21:02
@AThousandShips AThousandShips added bug topic:rendering cherrypick:4.4 Considered for cherry-picking into a future 4.4.x release cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release labels Sep 19, 2025
@AThousandShips AThousandShips added this to the 4.6 milestone Sep 19, 2025
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@clayjohn clayjohn left a comment

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This entire function is starting to get really messy and could probably do with some cleanup. But I won't let that block this simple fix. Given the state of the code currently, this is the correct fix.

@clayjohn clayjohn removed cherrypick:4.4 Considered for cherry-picking into a future 4.4.x release cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release labels Oct 4, 2025
@Repiteo Repiteo merged commit 9f4f16c into godotengine:master Oct 6, 2025
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Repiteo commented Oct 6, 2025

Thanks!

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FSR 2.2 TAA jitter still visible above 1x resolution scaling, even though it falls back to bilinear scaling

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