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Turns out #25015 has uncovered (not introduced!) a bug/inconsistency in drivers affecting three.js: when texture ansiotropy is != 1, the actual filtering mode is ignored in some implementations (but not others) and results in linear filtering being used. This is problematic for cases where NEAREST filtering was actually the intended result (e.g. pixel art). There doesn't seem to be a cross-platform way to get anisotropic NEAREST filtering; I can understand how that may be undefined.
Describe the bug
Turns out #25015 has uncovered (not introduced!) a bug/inconsistency in drivers affecting three.js: when texture ansiotropy is != 1, the actual filtering mode is ignored in some implementations (but not others) and results in linear filtering being used. This is problematic for cases where NEAREST filtering was actually the intended result (e.g. pixel art). There doesn't seem to be a cross-platform way to get anisotropic NEAREST filtering; I can understand how that may be undefined.
More references:
Some comments from those:
So we'll probably want to avoid that anisotropy is ever used if the filtering is NEAREST.
I'm happy to make a PR: I would probably check here
three.js/src/renderers/webgl/WebGLTextures.js
Line 573 in d7b1ca7
if NEAREST is used and skip setting anisotropy in that case.
To Reproduce
PixelArt.zip
Expected behavior
Point filtering stays point filtering, even with anisotropy enabled, users shouldn't have to know about hardware implementation bugs.
Platform:
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