from bge import logic, render, types
from bgl import *
This works for all textures in my scene except the video texture for some reason. I’m using another camera as the source (renderToTexture) but for some reason there doesn’t seem to be a way to turn off mipmapping for only the video texture. Is there an alternate way to circumvent this??
Texture on monkey is correctly “pixellated”, while the video RenderToTexture behind it is still blurry
(edit - goal is to have a retro pixel 3d result without it being blurry)