I would like the ability to turn off mipmapping for a texture at runtime.
Especially useful for texture atlases where I want some textures to mipmap and some to not.
I would like the ability to turn off mipmapping for a texture at runtime.
Especially useful for texture atlases where I want some textures to mipmap and some to not.
That's not possible, unfortunately. When you create an atlas, there's only one 'real' texture, and that can either have mipmaps, or not. For other textures, you have to decide when you create them.
I don't want to turn off the generation of mipmaps. I just want to turn them off at the shader level. i.e. <2d,linear,repeat,mipnone>.
Although it now occurs to me that doing so will kill the batching so mabey I don't need it...
Ah, I see!
Yes, that would theoretically be possible, but as you already noted, it would kill batching. Furthermore, I'm not sure it would make a difference, performance-wise.
I have a textureatlas for my player movieclip and a dynamic zoom camera - the result I want to achieve is simple NES style graphics, but seems I can't disable smoothing.
created texture like:
Texture.fromBitmap(new imgTX(), false);
but that false or true doesn't change anything.
The result is that around animated movieclip at zoom 4x is smth like border around and the frames are all blurred.
I understand that mipmap works for sizing down images, but what do I need to achieve the same result sizing up?
That's done with the "smoothing" property of the Image class! Set it like this:
image.smoothing = TextureSmoothing.NONE;
and pixels should scale up like in the old days =)
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