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Windows 10 22H2 - GLES3 - GTX 1080 Ti (driver 536.40)
Issue description
I noticed this bug in the code while debugging #79315, and confirmed the issue with testing. If you take a material using a filtering mode that has anisotropic filtering (eg RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC aka "Linear Mipmap Anisotropic") and switch it to a filtering mode that doesn't have anisotropic filtering (eg RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS aka "Linear Mipmap"), the anisotropic filtering remains enabled for the texture until it gets reloaded (eg by reloading the scene). I've only tested this in the editor, but this should also apply to games themselves if they change the filtering mode of a texture through code. This issue doesn't occur with the Mobile renderer (and I assume the Forward+ renderer).
Steps to reproduce
View a surface with a material with anisotropic filtering disabled at an angle that you can tell it's disabled.
Switch the filtering mode of the material to one with anisotropic filtering enabled.
Switch the filtering mode of the material back to a mode with anisotropic filtering disabled, and note how the surface still has anisotropic filtering applied.
Minimal reproduction project
I used the texture repeat test program from #79315 for the example pictures, so I'll use that as the minimum reproduction: RepTest.zip. Just make sure to rotate the camera for the test, as the default position in that project isn't in a good spot for testing anisotropic filtering.
The text was updated successfully, but these errors were encountered:
Godot version
4.1.stable
System information
Windows 10 22H2 - GLES3 - GTX 1080 Ti (driver 536.40)
Issue description
I noticed this bug in the code while debugging #79315, and confirmed the issue with testing. If you take a material using a filtering mode that has anisotropic filtering (eg
RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC
aka "Linear Mipmap Anisotropic") and switch it to a filtering mode that doesn't have anisotropic filtering (egRS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS
aka "Linear Mipmap"), the anisotropic filtering remains enabled for the texture until it gets reloaded (eg by reloading the scene). I've only tested this in the editor, but this should also apply to games themselves if they change the filtering mode of a texture through code. This issue doesn't occur with the Mobile renderer (and I assume the Forward+ renderer).Steps to reproduce
View a surface with a material with anisotropic filtering disabled at an angle that you can tell it's disabled.
Switch the filtering mode of the material to one with anisotropic filtering enabled.
Switch the filtering mode of the material back to a mode with anisotropic filtering disabled, and note how the surface still has anisotropic filtering applied.
Minimal reproduction project
I used the texture repeat test program from #79315 for the example pictures, so I'll use that as the minimum reproduction: RepTest.zip. Just make sure to rotate the camera for the test, as the default position in that project isn't in a good spot for testing anisotropic filtering.
The text was updated successfully, but these errors were encountered: