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This repository has been archived by the owner on Mar 28, 2024. It is now read-only.
I would like a checkbox on the Texture tab of the edit floater to disable the default texture filtering and switch to "Nearest Neighbor".
Ideally there should be accompanying primitive param accessible from script, and similar option for normal & specular maps.
Why is this feature important to you? How would it benefit the community?
This would allow the creation of efficient "Pixel Art" as textures, such as used in the lesser known game, Minecraft.
Attached images are a recreation of this effect in Second Life.
In all pictures, one cube is a standard parametric prim, the other is 3072 tris mesh with a special UV map (The only alternate solution is to use high resolution textures to retain the pixel edge sharpness).
The texture map used on the first image is a 512x512 atlas containing a grid of 16x16 tiles. The second image with 3 cubes are all from the same lossless 32 x 32 atlas containing 2x2 tiles.
Option to allow nearest neighbour on textured faces
Type
New Feature Request
Priority
Unset
Status
Closed
Resolution
Unactionable
Created at
2018-03-24T18:37:58Z
Updated at
2021-09-03T19:25:10Z
{
'Business Unit': ['Platform'],
'Date of First Response': '2018-03-28T13:08:06.018-0500',
'How would you like the feature to work?': 'I would like a checkbox on the Texture tab of the edit floater to disable the default texture filtering and switch to "Nearest Neighbor".\r\n\r\nIdeally there should be accompanying primitive param accessible from script, and similar option for normal & specular maps.',
'ReOpened Count': 0.0,
'Severity': 'Unset',
'Target Viewer Version': 'viewer-development',
'Why is this feature important to you? How would it benefit the community?': 'This would allow the creation of efficient "Pixel Art" as textures, such as used in the lesser known game, Minecraft.\r\n\r\nAttached images are a recreation of this effect in Second Life.\r\n\r\nIn all pictures, one cube is a standard parametric prim, the other is 3072 tris mesh with a special UV map (The only alternate solution is to use high resolution textures to retain the pixel edge sharpness).\r\n\r\nThe texture map used on the first image is a 512x512 atlas containing a grid of 16x16 tiles. The second image with 3 cubes are all from the same lossless 32 x 32 atlas containing 2x2 tiles.\r\n',
}
The text was updated successfully, but these errors were encountered:
Thank you for your suggestion. We've reviewed your request and determined that it is not something we can tackle at this time.
Please be assured that we truly appreciate the time you invested in creating this feature request, and have given it thoughtful consideration among our review team. This wiki outlines some of the reasoning we use to determine which requests we can, or can't, take on: http://wiki.secondlife.com/wiki/Feature_Requests
Thanks again for your interest in improving Second Life.
How would you like the feature to work?
I would like a checkbox on the Texture tab of the edit floater to disable the default texture filtering and switch to "Nearest Neighbor".
Ideally there should be accompanying primitive param accessible from script, and similar option for normal & specular maps.
Why is this feature important to you? How would it benefit the community?
This would allow the creation of efficient "Pixel Art" as textures, such as used in the lesser known game, Minecraft.
Attached images are a recreation of this effect in Second Life.
In all pictures, one cube is a standard parametric prim, the other is 3072 tris mesh with a special UV map (The only alternate solution is to use high resolution textures to retain the pixel edge sharpness).
The texture map used on the first image is a 512x512 atlas containing a grid of 16x16 tiles. The second image with 3 cubes are all from the same lossless 32 x 32 atlas containing 2x2 tiles.
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Duplicates
Original Jira Fields
The text was updated successfully, but these errors were encountered: