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This is consistent with the BaseMaterial3D filtering options. It can be used for high-quality pixel art textures that remain sharp when viewed at oblique angles, but prevents them from becoming grainy thanks to mipmaps. |
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render_forward_clustered.cpp | ||
render_forward_clustered.h | ||
scene_shader_forward_clustered.cpp | ||
scene_shader_forward_clustered.h | ||
SCsub |