SKSpriteNode and SKLightNode not respecting SKTextureFilteringMode.nearest
Clash Royale CLAN TAG#URR8PPP
SKSpriteNode and SKLightNode not respecting SKTextureFilteringMode.nearest
When I have a SKLightNode
in my scene with a SKSpriteNode
with the filtering mode set to SKTextureFilteringMode.nearest
the sprite is blurry when scaling.
SKLightNode
SKSpriteNode
SKTextureFilteringMode.nearest
let light = SKLightNode()
light.categoryBitMask = 1
light.falloff = 0.1
light.isEnabled = true
self.addChild(light)
let aSprite = SKSpriteNode(texture: aTexture)
aSprite.texture?.filteringMode = SKTextureFilteringMode.nearest
aSprite.normalTexture = head.texture?.generatingNormalMap()
aSprite.normalTexture?.filteringMode = SKTextureFilteringMode.nearest
aSprite.lightingBitMask = 0b0001
aSprite.setScale(10.0)
self.addChild(aSprite)
Here is an example with light source (red dote) and two sprites with the only difference being the lightingBitMask
lightingBitMask
Is this a bug or is it possible to keep the nearest neighbor filtering mode when scaling yet still use a light source? Or does the normal map get messed up when you scale the sprite?
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