How to enable texture anisotropic filtering via Castle Editor?

Hello!
How to enable texture anisotropic filtering for specific objects via Castle Editor?

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Hi!

This feature is not yet implemented. That is, you cannot control anisotropic filtering by any setting from CGE editor.

This feature is part of the roadmap, see Roadmap | Manual | Castle Game Engine“(planned for 7.0) New material components (allowing also material editing in the editor)” . So it should happen soon, I want to do this before big 7.0 release.

For now, you can control anisotropic filtering manually, by using X3D node TTexturePropertiesNode with AnisotropicDegree value > 1. An example how to load a glTF file and then process it with Pascal code to enable anisotropic filtering for specific textures is on examples/viewport_and_scenes/anisotropic_filtering/anisotropic_filtering.dpr , on GitHub :castle-engine/examples/viewport_and_scenes/anisotropic_filtering/anisotropic_filtering.dpr at master · castle-engine/castle-engine · GitHub . It is not comfortable (you have to run the project, cannot experiment with value in editor) but it does work for now :slight_smile:

Thanks for answer!
I found this example before. Well looks like I will use via code method.

For me I made procedure to set anisotropic filtering for already loaded TCastleScene:

texturemanipulations.pas (1.5 KB)

sample usage:
SetAnisotropicFiltering(Scene.DesignedComponent(‘Body’) as TCastleScene, 8);

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