Right now im implementing oimo.js, eventually i want ammo.js but the emscripten port was bugging out on me when i tried it, and in general it generates a ton of garbage compared to oimo, making the framerate choppy. I'd say my oimo plugin is about 60% complete so far.
How should i implement quats ? I left them out thinking people would combine axial rotations instead. I guess i'll make an action/expression to set/get quat (x,y,z,w).
Filtering should change with the project settings for textures, but scaling the canvas/making it low res will only be guaranteed point sampling if you use inside mode, most browsers force linear sampling on canvas resize. Ill try your test asap. Are you using the latest Q3D? It wasnt working right in older versions.
EDIT: tried your file, the problem is that you're using model-materials, so the texture settings are ignored. You can fix it by simply importing the textures through construct (this is recommended anyway since it'll allow for animated textures, changing the material type, etc.) I'll be sure to add some method of changing imported model textures though, or at least make their filtering match the project settings. It slipped by me.