Fix glTF importer wrongly ignoring sampler filters (#19118)

## Objective

Fix #19114.

## Solution

#17875 changed the glTF importer to make sure that sampler filters are
linear when anisotropic filtering is enabled - this is required by
`wgpu`. But the condition was mistakenly inverted, so it forces the
filtering to linear when anisotropic filtering is _not_ enabled.

## Testing

```
cargo run --example color_grading
cargo run --example testbed_3d
```
This commit is contained in:
Greeble 2025-05-26 14:20:03 +01:00 committed by GitHub
parent 3d9fc5ca10
commit ed0266b5a6
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@ -51,7 +51,7 @@ pub(crate) fn texture_sampler(
// Shouldn't parse filters when anisotropic filtering is on, because trilinear is then required by wgpu.
// We also trust user to have provided a valid sampler.
if sampler.anisotropy_clamp != 1 {
if sampler.anisotropy_clamp == 1 {
if let Some(mag_filter) = gltf_sampler.mag_filter().map(|mf| match mf {
MagFilter::Nearest => ImageFilterMode::Nearest,
MagFilter::Linear => ImageFilterMode::Linear,