Fix missing texture mipmap bias formula in Resolution scaling

This commit is contained in:
Hugo Locurcio
2024-02-02 22:07:52 +01:00
parent c42e54bfbb
commit 8307505c29

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