Browse Source

Fix missing texture mipmap bias formula in Resolution scaling

Hugo Locurcio 1 year ago
parent
commit
8307505c29
1 changed files with 2 additions and 1 deletions
  1. 2 1
      tutorials/3d/resolution_scaling.rst

+ 2 - 1
tutorials/3d/resolution_scaling.rst

@@ -223,7 +223,8 @@ Textures used in 2D don't have mipmaps enabled by default, which means only 3D
 rendering is affected unless you enabled mipmaps on 2D textures in the Import
 rendering is affected unless you enabled mipmaps on 2D textures in the Import
 dock.
 dock.
 
 
-The formula used to determine the texture mipmap bias is: TODO
+The formula used to determine the texture mipmap bias is:
+``log2f(min(scaling_3d_scale, 1.0)) + custom_texture_mipmap_bias``
 
 
 To counteract the blurriness added by some antialiasing methods, Godot also adds
 To counteract the blurriness added by some antialiasing methods, Godot also adds
 a ``-0.25`` offset when FXAA is enabled, and a ``-0.5`` offset when TAA is
 a ``-0.25`` offset when FXAA is enabled, and a ``-0.5`` offset when TAA is