Filter between mip levels and use anisotropy #76
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elsie/liuverse#76
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The texture sampler asks for linear magnification and minification but leaves
mipmap_filterat wgpu's defaultNearestandanisotropy_clampat 1(
texture_sampler,liuverse-render/src/renderer.rs). Every textured surfacethen snaps between mip levels instead of blending, and the ones that matter are
exactly the ones seen at distance: bark, leaves and the emblem atlas.
Two effects:
which are alpha-tested cards.
with trees is blurry precisely where the eye follows it.
Set
mipmap_filtertoMipmapFilterMode::Linearandanisotropy_clamptosomething like 8 clamped by
Limits::max_anisotropy, falling back to 1 where theadapter reports none. The mip chain is already built on the GPU by
MIP_BODY, sonothing else has to change.
Related: #86 would make the missing tangents visible in the same
place.