You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I guess we could run our own blit that ignores zero-alpha pixels. But it'd mean keeping two separate textures - one for when alpha blending or testing is on, and one for when it isn't...
Perhaps make it optional instead of disabling all transparent mipmap?
Maybe add a tool tip in the future "if auto max quality breaks game, you can tried the second option".
Because it did work well in many games
Most 3D games benefit quite a bit from the new option, but there are cases where it has some odd effects.
Possibly, we should avoid generating mipmaps for textures that contain transparency to avoid this.
Anuskuss found this case in Pursuit Force, open in tabs and flip to see it:
https://media.discordapp.net/attachments/293316141479362560/895799905254273064/auto.png?width=1702&height=957
https://media.discordapp.net/attachments/293316141479362560/895799937688817694/max.png?width=1702&height=957
Where I guess the trees have some weird colors on their transparent parts, that bleed into the mipmaps.
The text was updated successfully, but these errors were encountered: