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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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@ -656,7 +656,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialTypeParam = 0.5f;
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material.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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material.BackfaceCulling = cull_backface;
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@ -702,7 +702,7 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
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video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
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material.TextureLayers[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayers[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayers[0].MinFilter = video::ETMINF_NEAREST;
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material.TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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material.TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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material.BackfaceCulling = true;
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material.Lighting = false;
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