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Question by Mortennobel · Apr 20, 2012 at 11:34 AM · texturetexture2dfiltermode

Texture filter mode problem

How do I set point sampling when magnifying a texture.

The following script (attached to Plane object) seems to use linear sampling, even though the filterMode is set to point:

 using UnityEngine;
 using System.Collections;
 
 public class CreateSimpleTexture : MonoBehaviour {
     void Start () {
         Texture2D texture = new Texture2D(30,30,TextureFormat.ARGB32,false);
         Color[] colors = new Color[texture.width*texture.height];
         for (int x=0;x<texture.width;x++){
             for (int y=0;y<texture.height;y++){
                 if (y%2==0 && x%2==0){
                     colors[y*texture.width+x] = new Color(1,0,0,1);
                 } else {
                     colors[y*texture.width+x] = new Color(1,1,1,1);
                 }
             }
         }
         texture.filterMode = FilterMode.Point;
         texture.wrapMode  = TextureWrapMode.Clamp;
         texture.SetPixels(colors);
         texture.Apply();
         GetComponent<MeshRenderer>().sharedMaterial.mainTexture = texture;
     }
 }

Result:

alt text

(I'm running OS/X - I don't know if this problem is platform related)

Screen Shot 2012-04-20 at 1.32.01 PM.png (10.5 kB)
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Answer by Mortennobel · Apr 20, 2012 at 01:51 PM

I found the problem.

Unity transforms rescales my texture into power of two. In that process bilinear sampling af used.

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Answer by Kryptos · Apr 20, 2012 at 01:52 PM

Try modifying the mipmap bias to sharpen the texture:

 texture.mipMapBias = -0.5F;

edit: I think that you can disable the linear sampling with this method:

 //                                                              mipmap, linear 
 Texture2D texture = new Texture2D(30, 30, TextureFormat.ARGB32, false, false);
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avatar image Mortennobel · Apr 20, 2012 at 01:56 PM 0
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I doesn't help. I think the solution is to always use a power of two texture and then scale it to fit my non-power of two needs.

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