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Textures on 3D meshes should support different types of texture sampling
When displaying a mesh with texture using Mesh3D::with_albedo_texture
it is not possible to select the texture sampling strategy. It looks like some interpolation like "linear" is used. This makes it hard to correlate pixel data with other 3D primitives like feature points and lines. For pixel-accurate visualization it is important that the source data is not changed by the visualization.
My request would be to provide the option to specify at least the following three options for texture sampling:
- Auto/Default: how it works today
- Nearest
- Linear
See here for more details on texture sampling: https://docs.vulkan.org/spec/latest/chapters/textures.html#textures-texel-filtering
Also related to the lack of mipmapping on meshes (what one usually would expect)
- #830
- #2039