Texture Filtering Mode “Pixelated” is bugged.

Summary

Setting texture filtering mode on each texture to “Pixelated” changes them in the editor but after saving and going to the listing preview page, the pixelated effect goes away despite the option still being selected.

What type of bug are you experiencing?

Other

Steps to Reproduce

Edit 3D settings in the new 3D viewer.
Click materials at the bottom of the window.
Click the “Show Advanced Panel” icon in the top right of the material window.
Click the material you want to edit.
On the “Base Color” panel, click on the “Texture Parameters” button.
Change “Filtering” to “Pixelated”.
Save changes.
Exit
The “Pixelated” texture filter does not work after exiting the viewer.

Expected Result

The “Pixelated” filtering mode should stay after being applied.

Observed Result

The “Pixelated” filtering mode is not staying after being applied.

Platform

Firefox browser.

Operating System

Windows 11.

Additional Notes

Please fix this bug or find a workaround before Fab launches. All of my assets rely on this pixelated style and they all look terrible without it.

hi @7LAMPSco, thank you for your report, we’ll look into this with the dev team.

1 Like

Bump.

@7LAMPSco hi, this should be resolved by now, can you please check if it works for you?

Just tested on 2 different assets. It’s still bugged. :frowning_face:

Hello, could you please give me a link to the problematic listing so I can investigate. There was an issue where the setting was not saved. It’s been fixed but maybe the issue is more complicated than that.

Here is one of the assets:
https://www.fab.com/listings/e7aad079-1313-4ccc-b15e-ff170519a48c

Thanks, I repro. We’re going to fix this.

1 Like

Bump.

1 Like

Yeah I’m experiencing the same thing on my listing right now

1 Like

Bump.

This issue is more complex than anticipated. Turns out it’s a windows only issue. We’re investigating but issue might be deeper in Google Angle layer (webgl backend on windows). That’s why it’s taking time.
I’ll update this thread when we know more.

1 Like

Thanks for the update!

We found a fix for this issue. It was a combination of texture filtering and anisotropic filtering that somehow produce an undefined behavior, that is different depending on the platform.
I’ll ping you back when the fix is released.

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Hello this issue is now fixed.

1 Like