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Background Transition Blurry (Linear Filtering) #2322

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NatePlays95 opened this issue Jun 30, 2024 · 4 comments · Fixed by #2339
Closed

Background Transition Blurry (Linear Filtering) #2322

NatePlays95 opened this issue Jun 30, 2024 · 4 comments · Fixed by #2339
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Approved This can be added, but is not on any roadmap yet Enhance ⚡ Improve a feature's workflow.

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@NatePlays95
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The problem

Describe the bug
Background image transitions become blurry during any of the default background transitions, despite the chosen default texture filtering in Project Settings

To Reproduce

  • Set project setting rendering/textures/canvas_textures/default_texture_filter to Nearest.
  • Get a pixelated / low resolution image to use, like a texture from Spriters Resource.
  • Make a new Timeline.
  • Set a Simple Fade or Push transition to a pixelated / low-res background image (Make it slow for easy notice).
  • Preview Timeline.

Expected behavior
The filtering mode for the background transition shaders should respect the filtering mode I set as default in the editor in rendering/textures/canvas_textures/default_texture_filter, and I possibly be able to edit the filtering mode as a setting of the BackgroundLayer in the style editor.

Screenshots

How it is supposed to look (paused during a transition):
image

How it looks by default:
image

System (please complete the following information):

  • OS: Windows
  • Godot Version: 4.2
  • Dialogic Version: 2 alpha 14

Solutions

Workaround

My game is made entirely with pixel art so I can afford modifying the default shaders directly.
image

Possible fixes
If possible, these sampler filter types should be set to the system default when the shader is instantiated.

@Jowan-Spooner Jowan-Spooner added Approved This can be added, but is not on any roadmap yet Enhance ⚡ Improve a feature's workflow. labels Jul 1, 2024
@Jowan-Spooner
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I agree that this would be better behaviour, though I'm not sure if this is possible without switching out the whole shader.
This seems to be the relevant godot issue: godotengine/godot#57679

@Jowan-Spooner
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Hey @NatePlays95 I've made a PR that might fix this issue: #2339
If you could try the PR and tell me whether it fixes the problem for you, that would be useful!

@Jowan-Spooner
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Hey, so I've merged the PR as it seemed to fix the issue in my tests. Still would appreciate if you could let me know if it has been fixed for you as well.

@NatePlays95
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NatePlays95 commented Aug 18, 2024

@Jowan-Spooner I missed the notifs, sorry!
I have replaced the dialogic files in that project for the files in main to test, and have been getting this error on test timeline and on the normal game, probably unrelated as the files affected are not from your PR.
image

I'm still new to open source contributing so i'll try to test just your PR.

EDIT

I've added the one line change from your commit to a new install of Alpha 14 manually (I'm bad at this) so that my changes to the shaders were overwritten and it looks like this:
image
image
Not entirely sure why it doesn't work. Tweaking the shaders manually like I first showed on "Workaround" still fixes it, but the ideal solution ties the visual to the project setting.

If there's something I can do to help test this, like making the project public on Github (already finished it, shouldn't be a problem) or trying to make a demo project, let me know, I'll be glad to help.

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2 participants