I am experimenting with creating a game with the look of early 3D titles that you might find on DOS PCs or the Super Nintendo, but I have run into a roadblock with the rendering. To get an authentic look, I want the render to have no anti-aliasing whatsoever, but I don’t know if this is possible in the Blender Internal engine. I plan to make the game using the Blender Game Engine, so Cycles is unfortunately out of the question.
I have come close to my intended result by turning off the anti-aliasing in the render panel and setting the filter size as small as possible in the image sampling section of the textures panel, but the result is still not perfect. The main problem seems to be that I can’t set the filter size to any less than 0.1, regardless of the filter type. I should be able to get my intended result by setting the filter size to 0, but this doesn’t seem to be an option.
I have included some renders of the standard Blender UV grid to illustrate my problem. The images have been enlarged(with no interpolation) from their original resolution of 256x192.
Default Render Settings(Anti-Aliasing ON, EWA Filter with Filter Size 1.0):
“…turning off the anti-aliasing in the render panel and setting the filter size as small as possible in the image sampling section of the textures panel” …
all this while in Blender Game render mode?
There are no such adjustments for BGE materials; could be i can not find them. As well as i do not see ways to use otherwise perfectly fine BI Node materials in BGE.
from bge import render as Rasterizer
''' TODO Change render '''
You are right here. For whatever reason, I tried this out in the Blender internal engine before trying it in the game engine, and I forgot that the Blender Game Engine doesn’t have quite the same settings for texture sampling.
Fortunately, after searching around some more, this time for the game engine specifically, I was able to find a solution to my problem using this video: https://www.youtube.com/watch?v=IXz2eZ6M5qk
The solution is actually very simple. You just have to disable BGE’s Mipmaps using a python script, and you get the exact result I wanted.
However, I’m still not sure how to achieve this effect in the Blender Internal engine. As it turns out, I don’t need it for the game, but if you know how, I would appreciate the information.