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Use nearest mipmaps for both minification and magnification
This is generally the expected behavior when using a nearest + mipmaps mode, as it's often used for pixel art games.
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@@ -9129,7 +9129,7 @@ RendererStorageRD::RendererStorageRD() {
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
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sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
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sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
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sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
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if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
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sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
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} else {
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@@ -9148,7 +9148,7 @@ RendererStorageRD::RendererStorageRD() {
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} break;
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case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
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sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
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sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
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sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
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if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
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sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
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} else {
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