Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps
This should fix #1844. Thanks to oleastre for making the first version of this commit (#1848).master
parent
dbae8a8854
commit
ec5188a49a
|
@ -206,6 +206,7 @@ WieldMeshSceneNode::WieldMeshSceneNode(
|
|||
m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
|
||||
{
|
||||
m_enable_shaders = g_settings->getBool("enable_shaders");
|
||||
m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
|
||||
m_bilinear_filter = g_settings->getBool("bilinear_filter");
|
||||
m_trilinear_filter = g_settings->getBool("trilinear_filter");
|
||||
|
||||
|
@ -280,14 +281,16 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
|
|||
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
||||
// Enable filtering only for high resolution texures
|
||||
if (dim.Width > 32) {
|
||||
material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
|
||||
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
|
||||
} else {
|
||||
material.setFlag(video::EMF_ANISOTROPIC_FILTER, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
|
||||
}
|
||||
// anisotropic filtering removes "thin black line" artifacts
|
||||
material.setFlag(video::EMF_ANISOTROPIC_FILTER, true);
|
||||
// mipmaps cause "thin black line" artifacts
|
||||
material.setFlag(video::EMF_USE_MIP_MAPS, false);
|
||||
if (m_enable_shaders)
|
||||
material.setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||
}
|
||||
|
|
|
@ -64,6 +64,7 @@ private:
|
|||
bool m_lighting;
|
||||
|
||||
bool m_enable_shaders;
|
||||
bool m_anisotropic_filter;
|
||||
bool m_bilinear_filter;
|
||||
bool m_trilinear_filter;
|
||||
|
||||
|
|
Loading…
Reference in New Issue