I wanted to check here first before posting as a bug. I have a sprite that is given a new image:

imgFog = new Image();
itxFog = new ImageTexture();
imgFog.Create(1080,1080,**true**, Godot.Image.Format.Rgba8);
    imgFog.Fill(Colors.Red);
    itxFog.CreateFromImage(imgFog);
    GetNode<Sprite>("Sprite").Texture = itxFog;

If the Mipmaps is set to "true" in the Create() function AND you scale the sprite, everything is normal. However, if you shrink the sprite it gradually begins to disappear. I set up a button to lower the scale of the sprite on each press, the sprite becomes translucent more and more.

I have attached a demo. Push the button a few times. Is this normal?

You need to actually generate the mip maps. The flag just enables the feature.

imgFog.Create(1080,1080,true, Godot.Image.Format.Rgba8);
imgFog.Fill(Colors.Red);
imgFog.GenerateMipmaps();

Thank you. I just found that if I set it to false, I have no problems.

If you set it to false, then mip maps are not used. But if you want high quality, then you should use mip maps, but you have to generate them like I showed.

a year later
8 months later

Is this a bug in Godot? I have the same experience. If I set the flag to false and then generate mipmaps it works. If I set it to true it will not generate the mipmaps.