Better mipmapping

Mipmap quality should be configurable or they should be generated at higher quality by default.

The ones that are generated currently are of very low quality and significantly degrade the appearance of the final scene, even at close distance and when viewed from relatively right angles, resulting in a blurry, ugly appearance overall.

Examples:


Furthermore, Gltf supports occlusion maps, which allows you to bake highly realistic, beautifull raytraced shadowmaps for your scenes:

Shadowmaps can also properly interact with light objects/scene effects in Gdevelop:

Low-quality mipmaps lead to UV Bleeding (white or black lines along UV seams) in shadow maps, which can be very noticable in a proper scene with more complex environment.

Please note that this is caused precisely by low-resolution mipmaps and not by incorrect UV mapping (This problem might be hard to spot on screenshots, but is is very noticable ingame at fullscreen, especially on objects that are far away from the camera):



Yep its pretty terrible-

the lines in my driving simulator arent even helpful cause they just instantly blur away

Also, how did you do the ambient occlusion?

Its just a simple shadowmap baked in blender. You need 2 UV channels - for diffuse and for shadowmap. Assign some white or gray material to your model, set up your lighting and bake it onto a texture. Then just plug it in into a Gltf output node. This shadowmap works with lights in Gdevelop. Also note that this is a shadow/occlusion map, not a lightmap, so no colored lights or anything like that will work - shadows only.

smgif

…wtf is a Gltf material output bro? thats a node group? you mustve bought a more expensive blender than me bro