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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/wieldmesh.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/wieldmesh.cpp')
-rw-r--r--src/wieldmesh.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
index c1a898c1b..23310ef27 100644
--- a/src/wieldmesh.cpp
+++ b/src/wieldmesh.cpp
@@ -276,7 +276,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
// Customize material
video::SMaterial &material = m_meshnode->getMaterial(0);
- material.setTexture(0, texture);
+ material.setTexture(0, tsrc->getTextureForMesh(imagename));
material.MaterialType = m_material_type;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
// Enable bi/trilinear filtering only for high resolution textures