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Textures on 3D meshes should support different types of texture sampling #6313

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Danvil opened this issue May 13, 2024 · 1 comment
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enhancement New feature or request 🍏 primitives Relating to Rerun primitives 🔺 re_renderer affects re_renderer itself user-request This is a pressing issue for one of our users

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@Danvil
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Danvil commented May 13, 2024

When displaying a mesh with texture using Mesh3D::with_albedo_texture it is not possible to select the texture sampling strategy. It looks like some interpolation like "linear" is used. This makes it hard to correlate pixel data with other 3D primitives like feature points and lines. For pixel-accurate visualization it is important that the source data is not changed by the visualization.

My request would be to provide the option to specify at least the following three options for texture sampling:

  • Auto/Default: how it works today
  • Nearest
  • Linear

See here for more details on texture sampling: https://docs.vulkan.org/spec/latest/chapters/textures.html#textures-texel-filtering

@Danvil Danvil added enhancement New feature or request 👀 needs triage This issue needs to be triaged by the Rerun team labels May 13, 2024
@Danvil Danvil changed the title Textures on 3D objects should support different types of texture sampling Textures on 3D meshes should support different types of texture sampling May 13, 2024
@teh-cmc teh-cmc added 🍏 primitives Relating to Rerun primitives user-request This is a pressing issue for one of our users and removed 👀 needs triage This issue needs to be triaged by the Rerun team labels May 14, 2024
@Wumpf
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Wumpf commented May 14, 2024

Also related to the lack of mipmapping on meshes (what one usually would expect)

@emilk emilk added the 🔺 re_renderer affects re_renderer itself label May 14, 2024
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Labels
enhancement New feature or request 🍏 primitives Relating to Rerun primitives 🔺 re_renderer affects re_renderer itself user-request This is a pressing issue for one of our users
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