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Force mipmap even if textures are the wrong size #3087
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A little bleeding very far away is not an issue, and having the artifacts only on oddly sized texture is fine. Plus, from your previous PR it sounds like the 'odd' texutres are not terrain texture. And we'd never see this in actual world. |
I agree, I think this is an improvement over the last PR. The only problem is that people will not fix their textures, but the PR makes it less of an issue really. Here are the warnings from this PR (the Forestry warnings are textures I broke on purpose for testing):
Added Lex's TextureDump code as a new Forge debug mod. |
@mezz added labels [Feature] |
This is another way to solve the issue stated in #3082
Basically, some modded textures are reducing the mipmap level of everything, making the game look terrible. I want to keep the mipmap level at the player's setting instead of letting these weird-size textures lower it.
mipmap level 0 (crop)
mipmap level 4 (crop)
Difference from the last PR:
Here are some examples of the artifacts introduced on strange textures:
16x16 no artifacts, works normally
15x15 definitely seeing some artifacts, but at least it's not a missing texture
4x4 looks fine
From very far away, the 15x15 texture has texture bleeding. In this example it is bleeding with a red texture which is the worst case scenario.