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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

@ -297,8 +297,11 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.BackfaceCulling = true;
// Enable bi/trilinear filtering only for high resolution textures
bool bilinear_filter = dim.Width > 32 && m_bilinear_filter;
bool trilinear_filter = dim.Width > 32 && m_trilinear_filter;
material.forEachTexture([=] (auto &tex) {
setMaterialFilters(tex, m_bilinear_filter, m_trilinear_filter,
setMaterialFilters(tex, bilinear_filter, trilinear_filter,
m_anisotropic_filter);
});
// mipmaps cause "thin black line" artifacts