From db32e6c5aa3bf79c23fa51f9297440fcaf09215d Mon Sep 17 00:00:00 2001 From: Aaron Suen Date: Mon, 30 Mar 2015 20:04:19 -0400 Subject: 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. --- src/content_mapblock.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/content_mapblock.cpp') 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 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::iterator i = boxes.begin(); -- cgit v1.2.3