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SpriteFrames window does not respect Project Settings Default Texture Filter #74337

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fiaKaiera opened this issue Mar 4, 2023 · 1 comment · Fixed by #74341
Closed

SpriteFrames window does not respect Project Settings Default Texture Filter #74337

fiaKaiera opened this issue Mar 4, 2023 · 1 comment · Fixed by #74341

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@fiaKaiera
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Godot version

4.0.stable.official [92bee43]

System information

Windows 10

Issue description

In Project Settings > Rendering > Textures > Canvas Textures > Default Texture Filter is set to "Nearest" or "Nearest Mipmap".
When interacting with the textures with SpriteFrames, the filter is not respected and applied.

Here's an example frame imported in SpriteFrames compared with the one imported in-scene,
with Nearest as the Default Texture Filter:
image

As a result, this has made it hard to import frames, especially in cases where similar colors blend too much to make them distinguishable unless the filter is applied.
Back in Godot 3.5, this could have been easily solved by setting the filter in the Import tab.

Steps to reproduce

  1. In Project Settings, set Rendering > Textures > Canvas Textures > Default Texture Filter to "Nearest" or "Nearest Mipmap"
  2. Create a SpriteFrames resource
  3. Add a frame from a sprite sheet that has a low resolution per frame (anything less than 24 x 24px will do)
  4. The imported frame does not respect Nearest texture filter

Minimal reproduction project

N/A

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