I am having a very annoying issue...
I have a game with pixel-based art, so the textures used are 8x8 and then scaled up to 128x128 or whatever is needed.
To do this, all I need to do is say texture.filteringMode = SKTextureFilteringNearest
Now that works for almost everything- except for texture atlases. Pulling a texture from a texture atlas causes the texture to refuse to switch filtering modes. One thing to note is that it seems to work from the standard process of setting up a texture atlas, but it doesn't work when my texture atlas is a singleton.
Now usually, I would just figure that I'm setting it up wrong, but I think this issue is on SpriteKit. Here's why:
1) The bug didn't happen until recently, and I hadn't changed anything
2) The bug only happens in iOS 7- not in 7.1 or 8+
3) The issue is not that the filtering mode is wrong- the filtering mode is set to 0, which is nearest (I tested it, logged every frame, and the mode was right- but it was visually incorrect)
So its a rendering bug. But that doesn't make sense, especially when it seemed to work for a bit. Anyone else have any input? I appreciate anything, I'll be trying a couple more things too. Thanks!
Note- I want to emphasize that the code as-is works just fine in ios7.1+, so the code works in some form... but it also isn't a 7.1 unique feature as it worked for me at one point.