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authorAaron Suen <warr1024@gmail.com>2015-03-30 20:04:19 -0400
committerCraig Robbins <kde.psych@gmail.com>2015-03-31 16:56:33 +1000
commitdb32e6c5aa3bf79c23fa51f9297440fcaf09215d (patch)
tree7d840ddc94da602c8fda5009feedbec06f91ac1a /src/client/tile.h
parent862d4ea328ed30d79f4e28eb9119e21e275295d9 (diff)
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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.
Diffstat (limited to 'src/client/tile.h')
-rw-r--r--src/client/tile.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/client/tile.h b/src/client/tile.h
index ea7a9135a..eadfdc2a5 100644
--- a/src/client/tile.h
+++ b/src/client/tile.h
@@ -102,6 +102,8 @@ public:
virtual video::ITexture* getTexture(u32 id)=0;
virtual video::ITexture* getTexture(
const std::string &name, u32 *id = NULL)=0;
+ virtual video::ITexture* getTextureForMesh(
+ const std::string &name, u32 *id = NULL) = 0;
virtual IrrlichtDevice* getDevice()=0;
virtual bool isKnownSourceImage(const std::string &name)=0;
virtual video::ITexture* generateTextureFromMesh(