If you don’t provide your own sky texture I don’t think we will be able to do much, as once you set the texture filter mode to trilinear + use anisotropic, you’re pretty much done regarding the technical part…
Maybe in your sky texture there’s something that can be improved and an artist (like @PatrickRyan) will be able to help.
@Escobar, I think I’m missing some context about what you are trying to do. What problem are you trying to solve with applying FXAA to your skybox? Can you provide any screen shots with with the actual assets you are using and what you are seeing so I can better understand the goal? I assumed from your message above that the playground you linked is not using the assets you are using locally.
If you can’t share the assets publicly, can you either message me directly or describe what your goal is with the skybox and what you are seeing currenly that is making you look at FXAA as a solve?
You will need to set a sample mode as either Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST, Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR or Constants.TEXTURE_LINEAR_LINEAR for anisotropic level to be in effect.
Use texture.samplingMode. For CubeTexture, you will need to do texture.getInternalTexture().samplingMode.
It’s trilinear for regular textures and cube textures with mipmaps, and bilinear for cube texture without mipmaps.
Yes, you must set it after loading for cube textures if you want to change it because the value is written after the file has been loaded, so asynchronously from the js code. So, to be sure to overwrite the value, you should do it on the onLoad notification. That’s the same thing for regular textures, except you can also pass the value at construction time (5th parameter of the constructor).
In current GPU using bilinear or trilinear is not really significant in term of perf, you won’t see noticeable perf difference by choosing bilinear over trilinear.
Yes, if you disable mipmaps you will get bilinear by default (as trilinear as no point anyway, because there’s no mipmaps).