SKTexture property filteringMode not working as expected
Originator: | alain.hufkens | ||
Number: | rdar://21326246 | Date Originated: | 10-Jun-2015 |
Status: | Open | Resolved: | No |
Product: | SpriteKit | Product Version: | iOS9 beta4 |
Classification: | Reproducible: | Yes |
Summary: We are building a game based on Pixel art. On iOS8 we are using small pixel based graphics which we scale up. Normal upscaling blurs the image (see attachment), but when we set the filteringMode of the texture to SKTextureFilteringNearest our assets scale up nicely. However this behaviour seems to be broken in the current SDK. Pleas fix this because without this we have to scale up all assets and our filesize and performance will grow dramatically. Steps to Reproduce: SKTextureAtlas *atlasScene = [SKTextureAtlas atlasNamed:@"bit"]; SKSpriteNode *bit = [[SKSpriteNode alloc] initWithTexture:[atlasScene textureNamed:@"bit_normal"]]; bit.texture.filteringMode = SKTextureFilteringNearest; bit.position = skp(self.scene.frame.size.width*.5, self.scene.frame.size.height*.5); [bit setScale:8.0f]; [self addChild:bit]; Expected Results: Nice sharp sprites Actual Results: Blurry images as if the filteringMode didn't work Version: iOS9 beta4 Notes: Configuration: iPhone simulator (iOS9) with Xcode beta 1
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