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IDProjectCategoryView StatusLast Update
0000715NoesisGUIUnitypublic2018-11-22 21:41
Reporterai_enabled Assigned Tosfernandez  
PrioritynormalSeveritymajor 
Status assignedResolutionopen 
Summary0000715: RenderOptions.BitmapScalingMode doesn't apply to children
Description

Hello!
I just noticed that RenderOptions.BitmapScalingMode="NearestNeighbor" set to root element doesn't apply to children controls with image brushes.
Tested it with WPF and it works fine there.
We want to actively use raster images in our next project, so this task is important for us. Thanks!
Regards!

Attached Files
Screenshot at 19-33-01.png (116,180 bytes)   
Screenshot at 19-33-01.png (116,180 bytes)   
TestGameLogo.7z (271,797 bytes)
PlatformAny

Activities

ai_enabled

ai_enabled

2015-09-10 11:01

updater   ~0002940

Also I cannot see any difference between "HighQuality" and "Linear" settings. But it's very noticeable in WPF. Are you sure using trilinear texture quality when "HighQuality" selected? I'm talking about images loaded by NoesisGUI (defined by path in ResourceDictionary).

jsantos

jsantos

2015-09-10 16:33

manager   ~0002944

The difference between HighQuality and Linear only makes sense if you are using mipmaps. By default Unity doesn't generate mipmaps for 2D Textures. We also decided to do that in NoesisGUI v1.2, mipmaps are not generated.

Do you think you could get better quality with them?

ai_enabled

ai_enabled

2015-09-11 05:09

updater   ~0002946

Yes, in some cases trilinear texture filtering give us much better quality with scale animations. It looks much better in WPF with "HighQuality" setting.

But we need to have a control over it, as not all the UI textures need to have mipmaps. Maybe a good solution will be taking mipmaps property from Unity TextureImporter settings for an UI texture when NoesisGUI build the streaming assets.

jsantos

jsantos

2015-09-11 16:53

manager   ~0002947

In the next major (1.3) version we are working on, we plan to use the textures generated by Unity avoiding our preprocessing step. That way, you can activate mipmaps if you wish.

So, when adding mipmaps you are not observing excessive blurriness? Would be nice if you could attach the texture you are testing.

ai_enabled

ai_enabled

2015-09-11 18:17

updater   ~0002950

Great to know about this change with v1.3. It's definitely fixes this issue, but also makes RenderOptions.BitmapScalingMode option useless (and deceptive - it would good to mention about this with a warning during NoesisGUI assets build phase).

I'm not in the office at the moment so I couldn't attach images right now. But yes, it's definitely looks better when slow scale animation playing and a little bit blurry when static. It seems to be improved when setting "sharper" mipmap bias for Unity texture instance (if the texture assigned manually to an ImageBrush of course).

Also I've noticed that even the VoidExpanse game logo image rendered in Unity looks not as smooth and good as in WPF project with "HighQuality" setting applied - it has noticeable sharp edges in Unity (looks more like nearest neighbor filtering instead of bilinear), especially if the image rendered in the lower resolution than its native size.

jsantos

jsantos

2015-09-17 14:01

manager   ~0002952

Could you attach the XAML + images with the voidexpanse logo to exactly compare WPF vs Noesis?

This is something I will carefully study.

Besides, the original problem of the ticket is a different think. Sergio, did you have time to investigate it?

ai_enabled

ai_enabled

2015-09-17 14:43

updater   ~0002955

Last edited: 2015-09-17 14:44

It seems WPF "HighQuality" uses trilinear filtering, so that's why I've noticed it looks different in WPF.
Bilinear filtering looks no good when image downscaled (and when scale transform is animated it looks even worse, more like "nearest neighbor"). I've attached two images to compare (made with WPF application, VS2013 project also attached). Of course trilinear filtering looks little bit blurry when downscaled, but for my opinion it's better than jagged lines.

I cannot detect any visual difference between Unity and WPF with "Linear" quality.

Issue History

Date Modified Username Field Change
2015-09-10 10:56 ai_enabled New Issue
2015-09-10 11:01 ai_enabled Note Added: 0002940
2015-09-10 16:31 jsantos Assigned To => sfernandez
2015-09-10 16:31 jsantos Status new => assigned
2015-09-10 16:33 jsantos Note Added: 0002944
2015-09-11 05:09 ai_enabled Note Added: 0002946
2015-09-11 16:53 jsantos Note Added: 0002947
2015-09-11 18:17 ai_enabled Note Added: 0002950
2015-09-17 14:01 jsantos Note Added: 0002952
2015-09-17 14:01 jsantos Status assigned => feedback
2015-09-17 14:40 ai_enabled File Added: Screenshot at 19-33-01.png
2015-09-17 14:40 ai_enabled File Added: Screenshot at 19-33-28.png
2015-09-17 14:41 ai_enabled File Added: TestGameLogo.7z
2015-09-17 14:43 ai_enabled Note Added: 0002955
2015-09-17 14:43 ai_enabled Status feedback => assigned
2015-09-17 14:44 ai_enabled Note Edited: 0002955
2015-09-17 14:44 ai_enabled Note Edited: 0002955
2015-09-17 14:44 ai_enabled Note Edited: 0002955
2018-11-01 02:14 jsantos View Status public => private
2018-11-22 21:41 sfernandez View Status private => public
2018-11-22 21:41 sfernandez Platform => Any
2025-10-10 13:29 jsantos Category Unity3D => Unity