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mrDIMAS avatar mrDIMAS commented on May 12, 2024 1

It is very simple to fix, I'll add filtering options for Texture as soon as possible, will keep you posted.

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mrDIMAS avatar mrDIMAS commented on May 12, 2024 1

So I added TextureMinificationFilter and TextureMagnificationFilter, filtering could be set after loading a texture by calling set_minification_filter and set_magnification_filter. Also I added ability to change anisotropy level in anisotropic filtering, previously it was automatically set to maximum anisotropy level of your hardware.

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mrDIMAS avatar mrDIMAS commented on May 12, 2024 1

Right now there is no import options, I'll try to add them asap.

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observant2 avatar observant2 commented on May 12, 2024 1

Wow, thanks for the quick fix! 🙏

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observant2 avatar observant2 commented on May 12, 2024

Thanks! It works!
Although it feels a bit hacky and I'm not sure if I'm doing it correctly:

    let model_resource = resource_manager
        .request_model("assets/items.fbx")
        .unwrap();

    resource_manager.find_texture("assets/ImphenziaPalette01.png").unwrap().lock().unwrap().set_minification_filter(TextureMinificationFilter::Nearest);
    resource_manager.find_texture("assets/ImphenziaPalette01.png").unwrap().lock().unwrap().set_magnification_filter(TextureMagnificationFilter::Nearest);

Here the texture lies next to the fbx file and I can do this pretty easily. So when I have more than 1 model I can loop over all images in the asset directory and set it like this? Can I give the ResourceManager a default setting somehow? 🤔

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mrDIMAS avatar mrDIMAS commented on May 12, 2024

I added TextureImportOptions, you can set minification and magnification filters as well as default anisotropy level.

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