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Return texture filter settings to previous state
This partially reverts commit 72ef90885d
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fixes #14007
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parent
36f4953502
commit
7f9326805c
5 changed files with 76 additions and 16 deletions
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@ -506,7 +506,8 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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return dst_mesh;
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}
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void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic) {
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void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic)
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{
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if (trilinear)
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tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_LINEAR;
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else if (bilinear)
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@ -514,9 +515,7 @@ void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinea
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else
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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// "We don't want blurriness after all." ~ Desour, #13108
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// (because of pixel art)
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tex.MagFilter = video::ETMAGF_NEAREST;
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tex.MagFilter = (trilinear || bilinear) ? video::ETMAGF_LINEAR : video::ETMAGF_NEAREST;
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tex.AnisotropicFilter = anisotropic ? 0xFF : 0;
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}
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