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The particles look quite pixelated on my screen, and increasing the resolution should fix it. #45 should be done first, since increasing the texture size may have negative performance implications.
An example particle on my screen:
The text was updated successfully, but these errors were encountered:
This issue is related to #45 where a suggestion is made to use a single texture (with opacity value given as a shader input). The issue #45 is now closed after an internal discussion.
Now that we are generating different textures based on the scale factor (sort of internally creating MipMap), leaving the gl.LINEAR option as it is. @jonathanolson please advice if it is fine
The particles look quite pixelated on my screen, and increasing the resolution should fix it. #45 should be done first, since increasing the texture size may have negative performance implications.
An example particle on my screen:
The text was updated successfully, but these errors were encountered: