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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.
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11 changed files with 78 additions and 78 deletions
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@ -1686,7 +1686,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
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TileSpec h_tile;
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h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
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h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
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h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id);
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v3f pos = intToFloat(p, BS);
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f32 d = 0.05 * BS;
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for (std::vector<aabb3f>::iterator i = boxes.begin();
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