-
Notifications
You must be signed in to change notification settings - Fork 103
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
GLTF to J3O Texture Filtering Issue #544
Comments
like in hub topic, i think i found the issue(this is related to some other fix, that apparently stopped j3o from storing tex filter):
|
Nice, if that is the case. A new bug should be filed on the jME issue side about that. |
We are still not sure, since Ali say its working fine for him, currently we want verify if issue were somewhere else. |
I did not get separate .j3m files generated when using jmec, so the texture filtering was still incorrect nearest neighbor filtering. Please note the step I mentioned in 2019 that standalone j3o must manually click “create .j3m” or use something like J3MExporter code to get correct texture filtering results. So I think this is a GLTFtoJ3O (non-separate j3m) issue. |
Just an update comment: This issue is solved for non-SDK within: But JohnLKkk replaced Jars in SDK for 2134 pr updated JME code and it didnt helped for SDK. @tonihele you will verify right?, since just replacing jars might not be enough to test. |
Is this resolved? |
see:https://hub.jmonkeyengine.org/t/gltf-to-j3o-texture-filtering-issue/47197
It is normal for the SDK to directly preview gltf files, and the results are consistent with gltfViewer. J3o should also be consistent with these gltfViewers, rather than forcibly converting to nearest neighbor filtering.
And, most gltf importers use Linear as the default filtering option (users can adjust to nearest individually, but Linear is the default priority), as discussed in the post: "Lets say many new users try it out, and they do not even know about this “hidden” setting and they might think this is engine issue(i mean they might think thats how engine work)."
This is just my personal suggestion, based on the texture filtering configurations in actual game projects I have worked on.
The advantages of linear filtering (trilinear):
I really can't think of any advantages of nearest neighbor filtering, except for achieving pixelated material effects like in MC. It doesn't seem to have many advantages, so why does j3o default to nearest neighbor filtering? If anyone knows, please tell me, thank you.
The text was updated successfully, but these errors were encountered: