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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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@ -47,14 +47,14 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
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m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_materials[2] = mat;
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m_materials[2].setTexture(0, tsrc->getTexture("sunrisebg.png"));
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m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
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m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
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tsrc->getTexture("sun.png") : NULL;
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tsrc->getTextureForMesh("sun.png") : NULL;
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m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
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tsrc->getTexture("moon.png") : NULL;
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tsrc->getTextureForMesh("moon.png") : NULL;
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m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
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tsrc->getTexture("sun_tonemap.png") : NULL;
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m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
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