Comments (6)
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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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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Right now there is no import options, I'll try to add them asap.
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Wow, thanks for the quick fix! 🙏
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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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I added TextureImportOptions, you can set minification and magnification filters as well as default anisotropy level.
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