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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
12
src/game.cpp
12
src/game.cpp
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@ -3202,12 +3202,12 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
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event.set_sky.params->size() == 6) {
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sky->setFallbackBgColor(*event.set_sky.bgcolor);
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skybox = smgr->addSkyBoxSceneNode(
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texture_src->getTexture((*event.set_sky.params)[0]),
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texture_src->getTexture((*event.set_sky.params)[1]),
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texture_src->getTexture((*event.set_sky.params)[2]),
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texture_src->getTexture((*event.set_sky.params)[3]),
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texture_src->getTexture((*event.set_sky.params)[4]),
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texture_src->getTexture((*event.set_sky.params)[5]));
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texture_src->getTextureForMesh((*event.set_sky.params)[0]),
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texture_src->getTextureForMesh((*event.set_sky.params)[1]),
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texture_src->getTextureForMesh((*event.set_sky.params)[2]),
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texture_src->getTextureForMesh((*event.set_sky.params)[3]),
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texture_src->getTextureForMesh((*event.set_sky.params)[4]),
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texture_src->getTextureForMesh((*event.set_sky.params)[5]));
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}
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// Handle everything else as plain color
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else {
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