Add back linear magnification filtering (enough testing now, we know the issues).
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2554 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
ceb1a432bc
commit
750646efe0
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@ -995,14 +995,14 @@ static void flipsAndRots(int texture)
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Vector2i sPTemp;
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/* Store the source rect as four points */
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sP1.x = 0;
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sP1.y = 0;
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sP2.x = xMult;
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sP2.y = 0;
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sP3.x = xMult;
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sP3.y = yMult;
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sP4.x = 0;
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sP4.y = yMult;
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sP1.x = 1;
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sP1.y = 1;
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sP2.x = (xMult - 1);
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sP2.y = 1;
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sP3.x = (xMult - 1);
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sP3.y = (yMult - 1);
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sP4.x = 1;
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sP4.y = (yMult - 1);
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if (texture & TILE_XFLIP)
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{
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@ -77,7 +77,7 @@ static int newPage(const char *name, int level, int width, int height, int count
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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