Hi community,
I’m currently working on a mechanic to dynamically draw a minimap for a dungeon crawler project.
While drawing itself works fine the pixels are all blurred as if mipmapping was active (which I disabled).
Do you have any idea how I can get crisp edges for the pixels?
Last time I commented about mipmapping, it turned out I was wrong, so I will just say:
Try it after exporting it, or use the ‘standalone player’ button
Otherwise, because plot supports custom brushes rather than individual pixels, it may be easiest to use a higher resolution texture and just not use the extra detail.
Another thing you could try is a fragment shader with the ‘greater than’ option:
(Yes you can use node materials with custom textures)
This operates in screen-space, so will make the transitions sharp to the user. However, since the pixels are blurred, it will come out with rounded corners.
The standalone player doesn’t make any difference.
Unfortunately using the shader approach isn’t an option for me because each block on the minimap needs to be a sqare perfectly aligned to it’s neighbours. It should look like a map of an old rogue like game.
Scaling up the image buffer sizes does indeed make the corners sharp. So I’d use this approach if noone else comes up with a more “memory friendly” solution.