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