Unity3D's quality settings have a drop-down for "Anisotropic Filtering", and one of those settings is "Forced On". But what level of anisotropy does it force to?
Experimentation tells me that it forces to 8x. If your texture is already set to use anisotropic filtering at a level above 8x, it will remain at that level rather than being downgraded.
This was tested with Unity 5.6.2p4.
Friday, October 13, 2017
Tuesday, October 3, 2017
Unity3D Matrix Layout
I had trouble finding a reference for this, so I wanted to post a table of the Unity matrix component layout. The member names don't go the obvious direction for XY coordinates.
m00 m01 m02 m03
m10 m11 m12 m13
m20 m21 m22 m23
m30 m31 m32 m33
03, 13, 23 = Translation X, Y, Z
00, 11, 22 = Scale X, Y, Z
m00 m01 m02 m03
m10 m11 m12 m13
m20 m21 m22 m23
m30 m31 m32 m33
03, 13, 23 = Translation X, Y, Z
00, 11, 22 = Scale X, Y, Z
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