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

Comments


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