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Expose all OpenGL filtering modes, use OpenGL names for them
Because of a review comment on the Irrlicht PR by numberZero.
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12 changed files with 18 additions and 18 deletions
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@ -255,7 +255,7 @@ void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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buf->getMaterial().Lighting = false;
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buf->getMaterial().BackfaceCulling = false;
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buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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buf->getMaterial().TextureLayers[0].MinFilter = video::ETMINF_NEAREST;
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buf->getMaterial().TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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buf->getMaterial().TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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buf->getMaterial().FogEnable = true;
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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@ -653,7 +653,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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mat.NormalizeNormals = true;
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}
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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};
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