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  <title>Shapeways: Bring your creativity to life in 3D</title>
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  <description>Shapeways: Bring your creativity to life in 3D</description>
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<item rdf:about="http://www.shapeways.com/forum/index.php?t=rview&amp;goto=53868&amp;th=10818#msg_53868">
  <title>Does Shapeways support texture filtering?</title>
  <link>http://www.shapeways.com/forum/index.php?t=rview&amp;goto=53868&amp;th=10818#msg_53868</link>
  <description><![CDATA[Hi all,<br />
<br />
I'm attempting to make an app to launch along side a game I'm working on, and I was wondering if there was any way of specifying Shapeways to use Point or Nearest filtering for my textures for 3D models? <br />
<br />
When I render my character in an engine, it renders perfectly when the filter mode is set, but the Shapeways 3D viewer always applies Bilinear or Trilinear filtering, and for a pixel art based game, this breaks the look. I've attempted to add TextureProperties to my x3d file, but it seems that Shapeways importer doesn't like them - it rejects those models, and accepts again when removing that TextureProperties tag.<br />
<br />
Thanks in advance<br />
David Goemans]]></description>
  <dc:subject></dc:subject>
  <dc:creator>dgoemans</dc:creator>
  <dc:date>2012-09-11T13:25:37-00:00</dc:date>
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<item rdf:about="http://www.shapeways.com/forum/index.php?t=rview&amp;goto=53871&amp;th=10818#msg_53871">
  <title>Re: Does Shapeways support texture filtering?</title>
  <link>http://www.shapeways.com/forum/index.php?t=rview&amp;goto=53871&amp;th=10818#msg_53871</link>
  <description><![CDATA[I have found a work around. Upscaling my textures to 1024x1024 using a point/nearest upscale, and using those in the models simulates point, as it downscales ( which seems to default to nearest neighbour ). It'd be nice to know if there's an option or if that's coming?]]></description>
  <dc:subject></dc:subject>
  <dc:creator>dgoemans</dc:creator>
  <dc:date>2012-09-11T14:35:53-00:00</dc:date>
</item>

<item rdf:about="http://www.shapeways.com/forum/index.php?t=rview&amp;goto=58733&amp;th=10818#msg_58733">
  <title>Re: Does Shapeways support texture filtering?</title>
  <link>http://www.shapeways.com/forum/index.php?t=rview&amp;goto=58733&amp;th=10818#msg_58733</link>
  <description><![CDATA[Hi dgoemans,<br />
<br />
I have asked our 3D developers to step in and answer this for you, I&quot;m afraid I don't know either..<br />
<br />
Bart]]></description>
  <dc:subject></dc:subject>
  <dc:creator>bartv</dc:creator>
  <dc:date>2012-12-17T10:54:13-00:00</dc:date>
</item>

<item rdf:about="http://www.shapeways.com/forum/index.php?t=rview&amp;goto=58752&amp;th=10818#msg_58752">
  <title>Re: Does Shapeways support texture filtering?</title>
  <link>http://www.shapeways.com/forum/index.php?t=rview&amp;goto=58752&amp;th=10818#msg_58752</link>
  <description><![CDATA[The issue is how the 3D printers that support color handle it.  On the backend we change your X3D file to a VRML file which doesn't have support for TextureProperty nodes.  So I'd basically have to pull a trick like you did to get the behavior.  <br />
<br />
Most of the large voxel based stuff I've been seeing has mostly used per-vertex-color to get accurate coloring.  Would that have worked for you or do you see unique value in the texture approach?  ]]></description>
  <dc:subject></dc:subject>
  <dc:creator>AlanHudson</dc:creator>
  <dc:date>2012-12-17T18:02:25-00:00</dc:date>
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