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How to disable texture compression/filtering in WebGL?

Discussion in 'WebGL' started by RobbyZ, Apr 17, 2015.

  1. RobbyZ

    RobbyZ

    Joined:
    Apr 17, 2015
    Posts:
    38
    Hello,

    I would like to export my game to WebGL. It seems like the textures are either being massively compressed and/or filtered -- either of which are undesired for a pixel art game. Below is an image comparing webgl versus stand alone player.

    Note that small sprites show the effect heavily -- the sword cursor (image), the floor background (sprite), and the machine (sprite) are altered.

    Would be very appreciative if anyone has ideas :)

     
  2. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    This looks like you are using a different texture resolution in WebGL then in Standalone. Is it possible that you have a different Quality setting selected on WebGL, and that that Quality setting is using a different Texture Quality setting?
     
    BootySmashDeluxe likes this.
  3. RobbyZ

    RobbyZ

    Joined:
    Apr 17, 2015
    Posts:
    38
    Ah, yep! That was it. I hadn't realized the default setting is half-res textures. Quick change there and it looks good now.

    Thanks much for your quick response!
     
    BootySmashDeluxe likes this.
  4. Keseren

    Keseren

    Joined:
    May 8, 2015
    Posts:
    3
    I have the same problem, how did you fix it? I'm pretty new here.
     
    BootySmashDeluxe likes this.
  5. valyard

    valyard

    Unity Technologies

    Joined:
    Jun 4, 2010
    Posts:
    291
    You go to Project Settings -> Quality Settings and make sure that for WebGL default quality you are using Texture Quality is set to Full Res.
     

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