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[Feature Request] MipMapping support #41
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It is a good idea though, but if I just enable mipmaps at here will make it inconsistent to other video player backends. |
Could at least be an option on the video player handler/somewhere else? Just so people can enable it even if they don't know how to code 🤔 And yeah I haven't tested / looked into the Unity video player side. I assume it doesn't blit at all right now? |
The blit logic only applies to AVPro screen, I'm using a dedicated shader just for this workaround. |
I see. |
LTCGI flow is just blit to/within a custom render texture, when assigned the target LTCGI screen and it starts playing video, the player simply sets the screen texture to its underly material, nothing fancy here. |
I guess I can just handle it on my side and do a second blit of the screen texture before it goes to screen in the world code. Can't really come up with a better solution that doesnt require major changes to the codebase |
Have been really enjoying using your player, but there is one thing that has been bothering me a little.
When watching 1080p videos with a lot of detail - the aliasing becomes fairly noticeable, especially on the portable screens.
Since you already have a mechanism to blit the screen to fix AVPro empty frame issues and for LTCGI - I was wondering if its possible to add support for generating MipMaps?
I did a quick test and it seems like its possible to simply expand the current blit setup to use mips so it would generate them on blit
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