diff --git a/crates/re_viewer/src/ui/view_spatial/scene/scene_part/images.rs b/crates/re_viewer/src/ui/view_spatial/scene/scene_part/images.rs index 5893e2b3c2be..670b76503d1c 100644 --- a/crates/re_viewer/src/ui/view_spatial/scene/scene_part/images.rs +++ b/crates/re_viewer/src/ui/view_spatial/scene/scene_part/images.rs @@ -50,14 +50,31 @@ fn push_tensor_texture( annotations, ) { Ok(colormapped_texture) => { + // TODO(emilk): let users pick texture filtering. + // Always use nearest for magnification: let users see crisp individual pixels when they zoom + let texture_filter_magnification = re_renderer::renderer::TextureFilterMag::Nearest; + + // For minimization: we want a smooth linear (ideally mipmapped) filter for color images. + // Note that this filtering is done BEFORE applying the color map! + // For labeled/annotated/class_Id images we want nearest, because interpolating classes makes no sense. + // Interpolating depth images _can_ make sense, but can also produce weird artifacts when there are big jumps (0.1m -> 100m), + // so it's usually safer to turn off. + // The best heuristic is this: if there is a color map being applied, use nearest. + // TODO(emilk): apply filtering _after_ the color map? + let texture_filter_minification = if colormapped_texture.color_mapper.is_some() { + re_renderer::renderer::TextureFilterMin::Nearest + } else { + re_renderer::renderer::TextureFilterMin::Linear + }; + let textured_rect = re_renderer::renderer::TexturedRect { top_left_corner_position: world_from_obj.transform_point3(glam::Vec3::ZERO), extent_u: world_from_obj.transform_vector3(glam::Vec3::X * width as f32), extent_v: world_from_obj.transform_vector3(glam::Vec3::Y * height as f32), colormapped_texture, options: RectangleOptions { - texture_filter_magnification: re_renderer::renderer::TextureFilterMag::Nearest, - texture_filter_minification: re_renderer::renderer::TextureFilterMin::Linear, + texture_filter_magnification, + texture_filter_minification, multiplicative_tint, depth_offset: -1, // Push to background. Mostly important for mouse picking order! outline_mask,