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Return texture filter settings to previous state

This partially reverts commit 72ef90885d.

fixes #14007
This commit is contained in:
sfan5 2023-11-19 20:28:37 +01:00 committed by SmallJoker
parent 36f4953502
commit 7f9326805c
5 changed files with 76 additions and 16 deletions

View file

@ -506,7 +506,8 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
return dst_mesh;
}
void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic) {
void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic)
{
if (trilinear)
tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_LINEAR;
else if (bilinear)
@ -514,9 +515,7 @@ void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinea
else
tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
// "We don't want blurriness after all." ~ Desour, #13108
// (because of pixel art)
tex.MagFilter = video::ETMAGF_NEAREST;
tex.MagFilter = (trilinear || bilinear) ? video::ETMAGF_LINEAR : video::ETMAGF_NEAREST;
tex.AnisotropicFilter = anisotropic ? 0xFF : 0;
}