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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.
This commit is contained in:
Gregor Parzefall 2023-06-24 23:36:36 +02:00 committed by sfan5
parent 6bf63d4b41
commit 7473e4cafd
12 changed files with 18 additions and 18 deletions

View file

@ -101,7 +101,7 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
buf->getMaterial().Lighting = false;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
tex.MinFilter = video::ETMINF_NEAREST;
tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
tex.MagFilter = video::ETMAGF_NEAREST;
});
// Add mesh buffer to mesh
@ -411,7 +411,7 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
buf->getMaterial().Lighting = false;
buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
tex.MinFilter = video::ETMINF_NEAREST;
tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
tex.MagFilter = video::ETMAGF_NEAREST;
});
dst_mesh->addMeshBuffer(buf);