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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-06-14 18:51:00 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-06-14 18:56:18 +0200
commit26f6625dcc37c3666de596c4f4e0c8e59f5cbd95 (patch)
tree9d1d471586b186bb779ee5fadd622161e2f48e07 /doc
parent111a3ca09711862e08ced7fa445801e2b89ffe4c (diff)
Always sample the heightmap with linear filtering in BaseMaterial3D
Nearest-neighbor filtering of the heightmap results in a broken appearance, with and without Deep Parallax enabled on the material. Linear filtering results in a more expected appearance. This does not affect other texture maps such as albedo, normal or roughness.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/BaseMaterial3D.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index a9c6030809..d3ae85101d 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -359,6 +359,7 @@
</member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
Filter flags for the texture. See [enum TextureFilter] for options.
+ [b]Note:[/b] [member heightmap_texture] is always sampled with linear filtering, even if nearest-neighbor filtering is selected here. This is to ensure the heightmap effect looks as intended. If you need sharper height transitions between pixels, resize the heightmap texture in an image editor with nearest-neighbor filtering.
</member>
<member name="texture_repeat" type="bool" setter="set_flag" getter="get_flag" default="true">
Repeat flags for the texture. See [enum TextureFilter] for options.