WebGLTextures: Only use anistropic filtering with certain minFilter/magFilter combinations.#25068
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Mugen87 merged 2 commits intomrdoob:devfrom Dec 14, 2022
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…nconsistent results
Mugen87
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Dec 3, 2022
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Although it's technically possible I've thought you should always use anistropic filtering with mipmapping for performance reasons (see https://paroj.github.io/gltut/Texturing/Tut15%20Anisotropy.html). So we could also check for |
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Makes sense. I hope I get to change this next week. |
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Good catch! I think I'll wait on google/model-viewer#4005 until this fix is in. If it can sneak into r148, that would be much appreciated! |
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I believe I got all cases right now; I compared behaviour with aniso=1 and =4 for a number of combinations of minFilter and magFilter (including some weird ones).
Test file: |
Mugen87
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Dec 14, 2022
minFilter/magFilter combinations.
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Fixed #25067
Description
Fixes the above mentioned issue by not setting anisotropy if the texture has NEAREST magFilter.
I'm not sure: would this need to be applied on the new WebGPURenderer and so on as well?
This contribution is funded by Needle