Hi there !
I have a series of portraits made by an artists for my game. These portraits are pretty high-scale (880x1200) and need to be downscaled in-game. Since they will be used in two different places with different sizes (one small size in a dialogue bar, and one medium size in a codex) I don't want to scale down manually these, and wanted to rely upon mipmapping.
When I generate the mipmaps in the editor, I can see in the inspector of the import that the image is filtered and looks nice (see the first image). However, if I use it in game on a TextureRect, I see that it's not using the mipmap, and all the lines (especially in the hair) are aliased.
My questions :
. Can mipmaps be used on TextureRect nodes or are they reserved to materials ?
. If yes, how can I activate mipmapping to pick automatically the correct version according to the scaling of the image in the game ?
Thanks a lot in advance !