Mip-Mapping seems to take effect way too early based only on the shortest side of a sprite when it would make more sense to use the longest side.
Attach a Capx
Description of Capx
Run as is, observe terrible pixellation:
Switch to Low downsampling and observe way better result (although not ideal):
Steps to Reproduce Bug
Use any Downsampling mode (Medium or High) that implements mip-mapping.
Mip-map appears to be picked poorly - based on the shortest edge of a sprite.
Mip-map should be picked based on the longest edge of a sprite.
- Chrome: (YES)
Operating System and Service Pack
Windows 7, 64bit
Construct 2 Version ID