Fix border artifacts when zooming very close to terrain by turning off linear

magnification filtering and removing the 1 pixel texture coordiante border hack.
This should leave us with a good working (hopefully) baseline from which we can
test various improvements.


git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2436 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-08-25 21:53:04 +00:00
parent a2ceea149f
commit 1c4026134b
2 changed files with 9 additions and 9 deletions

View File

@ -995,14 +995,14 @@ static void flipsAndRots(int texture)
Vector2i sPTemp;
/* Store the source rect as four points */
sP1.x = 1;
sP1.y = 1;
sP2.x = (xMult - 1);
sP2.y = 1;
sP3.x = (xMult - 1);
sP3.y = (yMult - 1);
sP4.x = 1;
sP4.y = (yMult - 1);
sP1.x = 0;
sP1.y = 0;
sP2.x = xMult;
sP2.y = 0;
sP3.x = xMult;
sP3.y = yMult;
sP4.x = 0;
sP4.y = yMult;
if (texture & TILE_XFLIP)
{

View File

@ -77,7 +77,7 @@ static int newPage(const char *name, int level, int width, int height, int count
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);