Hi! I have a 3D model (glTF from Blender). In Blender I use a very small pixel-art texture (e.g. 30×70) and it looks perfectly crisp with Nearest/Closest filtering because the UVs are mapped so that each face basically corresponds to a texel.
But in Defold the same model/texture looks “blurred”, but in a pixelated / blocky way (not smooth blur). Disabling mipmaps + setting filter to nearest improved it a bit, but it still looks wrong compared to Blender.
What I want: keep the texture as small as possible (30×70) and get the same crisp per-face texel look as in Blender.
What I tried:
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Disabled mipmaps
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Set texture filtering to Nearest in project/texture settings
Could Defold be rescaling my NPOT texture (30×70) to a power-of-two during build/import? That would break the “1 texel per face” mapping.
If needed I can attach a minimal repro project (model + texture + material).
Thanks!

