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Fix missing texture mipmap bias formula in Resolution scaling
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@@ -223,7 +223,8 @@ Textures used in 2D don't have mipmaps enabled by default, which means only 3D
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rendering is affected unless you enabled mipmaps on 2D textures in the Import
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dock.
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The formula used to determine the texture mipmap bias is: TODO
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The formula used to determine the texture mipmap bias is:
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``log2f(min(scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias``
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To counteract the blurriness added by some antialiasing methods, Godot also adds
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a ``-0.25`` offset when FXAA is enabled, and a ``-0.5`` offset when TAA is
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