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Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.

This commit is contained in:
Aaron Suen 2015-03-30 20:04:19 -04:00 committed by Craig Robbins
parent 862d4ea328
commit db32e6c5aa
11 changed files with 78 additions and 78 deletions

View file

@ -102,6 +102,8 @@ public:
virtual video::ITexture* getTexture(u32 id)=0;
virtual video::ITexture* getTexture(
const std::string &name, u32 *id = NULL)=0;
virtual video::ITexture* getTextureForMesh(
const std::string &name, u32 *id = NULL) = 0;
virtual IrrlichtDevice* getDevice()=0;
virtual bool isKnownSourceImage(const std::string &name)=0;
virtual video::ITexture* generateTextureFromMesh(