PMREMGenerator: Revert NearestFilter change. #23517
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Related issue: #17855 #23468 #23511
Description
I couldn't stop thinking about this and while having lunch I realized I could easily "reproduce" the problem by setting
anisotropy: 16
in the PMREM render target.Sure enough:
What I learned:
_textureToCubeUV is not affected.
_applyPMREM is affected:
minFilter: NearestFilter
workaround doesn't fully remove the seams:So the problem doesn't only affect the PMREM atlas but also the sampling from the material shader plus we get different renders.
After playing with all this for a while I'm starting to believe we should not add a workaround for this and consider this a "user error" unless someone can prove that the NVIDIA panel come with that override anisotropy setting enabled by default.
PS: @elalish Are you confident that the
scissorTest
andscissor()
calls are needed? I didn't see any change by removing them.