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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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@ -276,7 +276,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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// Customize material
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video::SMaterial &material = m_meshnode->getMaterial(0);
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material.setTexture(0, texture);
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material.setTexture(0, tsrc->getTextureForMesh(imagename));
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material.MaterialType = m_material_type;
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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// Enable bi/trilinear filtering only for high resolution textures
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