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Improve quality of mesh and material resource previews in the editor
This uses a combination of MSAA and SSAA to make thumbnails smoother while also improving texture sampling quality. Thumbnail generation time is largely unaffected since most of the time is spent doing things on the CPU anyway, and the thumbnail resolution is still 128×128 (although the 3D buffer is internally 256×256 now).
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@ -362,6 +362,9 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
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RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_DISABLED);
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RS::get_singleton()->viewport_set_scenario(viewport, scenario);
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RS::get_singleton()->viewport_set_size(viewport, 128, 128);
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// Use 4× MSAA and 4× SSAA to avoid aliasing on edges and improve texture quality, which helps with thumbnail recognition.
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RS::get_singleton()->viewport_set_msaa_3d(viewport, RenderingServer::VIEWPORT_MSAA_4X);
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RS::get_singleton()->viewport_set_scaling_3d_scale(viewport, 2.0);
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RS::get_singleton()->viewport_set_transparent_background(viewport, true);
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RS::get_singleton()->viewport_set_active(viewport, true);
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viewport_texture = RS::get_singleton()->viewport_get_texture(viewport);
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@ -786,6 +789,9 @@ EditorMeshPreviewPlugin::EditorMeshPreviewPlugin() {
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RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_DISABLED);
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RS::get_singleton()->viewport_set_scenario(viewport, scenario);
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RS::get_singleton()->viewport_set_size(viewport, 128, 128);
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// Use 4× MSAA and 4× SSAA to avoid aliasing on edges and improve texture quality, which helps with thumbnail recognition.
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RS::get_singleton()->viewport_set_msaa_3d(viewport, RenderingServer::VIEWPORT_MSAA_4X);
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RS::get_singleton()->viewport_set_scaling_3d_scale(viewport, 2.0);
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RS::get_singleton()->viewport_set_transparent_background(viewport, true);
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RS::get_singleton()->viewport_set_active(viewport, true);
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viewport_texture = RS::get_singleton()->viewport_get_texture(viewport);
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