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