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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/content_mapblock.cpp
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/content_mapblock.cpp')
-rw-r--r--src/content_mapblock.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 70a1da0b7..a730c50a3 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -1686,7 +1686,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
TileSpec h_tile;
h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
- h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
+ h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id);
v3f pos = intToFloat(p, BS);
f32 d = 0.05 * BS;
for (std::vector<aabb3f>::iterator i = boxes.begin();