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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

@ -930,7 +930,7 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
bool backface_culling, u8 alpha, u8 material_type)
{
tile->shader_id = shader_id;
tile->texture = tsrc->getTexture(tiledef->name, &tile->texture_id);
tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id);
tile->alpha = alpha;
tile->material_type = material_type;
@ -973,7 +973,7 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
os << tiledef->name << "^[verticalframe:"
<< frame_count << ":" << i;
frame.texture = tsrc->getTexture(os.str(), &frame.texture_id);
frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id);
if (tile->normal_texture)
frame.normal_texture = tsrc->getNormalTexture(os.str());
tile->frames[i] = frame;