Per-texture filter setting, more intuitive filtering field, trilinear filtering and anisotropic mipping

In order of importance:

  1. It should be possible to define texture filtering method per-texture, rather than a project-wide setting.

  2. Setting the filtering of textures is a bit unintuitive, as you need to know the names of them. There should be a drop-down menu rather than a string input field

  3. It would be nice to have trilinear filtering support as well

  4. Consider adding anisotropic mipping in the future. It’s quite useful for things you view at a low angle, such as 3D ground planes, or rotated/scaled sprites

Hold your breath for 1.2.56…

Thanks for the release! I can’t seem to find the setting though, where should I look?

It’s part of materials. In the material editor, add a sampler, then the options appear for the sampler.

Ah, alright, thanks! Nice that you have split X and Y clamp/wrap settings, this is something Unity is missing :smile:

That said, every engine I’ve used so far has those settings per texture, which would be per-atlas in this case, I believe. Is there any reason as for why it’s per-material rather than per-texture in Defold?

It’s more flexible (you can reuse textures with different filtering, for instance). We also believe this approach scales better when it comes to workflow.