From 8307505c291cf943577b51430e6d25e197693a65 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 2 Feb 2024 22:07:52 +0100 Subject: [PATCH] Fix missing texture mipmap bias formula in Resolution scaling --- tutorials/3d/resolution_scaling.rst | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/tutorials/3d/resolution_scaling.rst b/tutorials/3d/resolution_scaling.rst index b7ec18d84e8..67fc6d439db 100644 --- a/tutorials/3d/resolution_scaling.rst +++ b/tutorials/3d/resolution_scaling.rst @@ -223,7 +223,8 @@ Textures used in 2D don't have mipmaps enabled by default, which means only 3D rendering is affected unless you enabled mipmaps on 2D textures in the Import dock. -The formula used to determine the texture mipmap bias is: TODO +The formula used to determine the texture mipmap bias is: +``log2f(min(scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias`` To counteract the blurriness added by some antialiasing methods, Godot also adds a ``-0.25`` offset when FXAA is enabled, and a ``-0.5`` offset when TAA is