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/game.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'src/game.cpp') diff --git a/src/game.cpp b/src/game.cpp index 25b4048a3..6bddfe905 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -3202,12 +3202,12 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash) event.set_sky.params->size() == 6) { sky->setFallbackBgColor(*event.set_sky.bgcolor); skybox = smgr->addSkyBoxSceneNode( - texture_src->getTexture((*event.set_sky.params)[0]), - texture_src->getTexture((*event.set_sky.params)[1]), - texture_src->getTexture((*event.set_sky.params)[2]), - texture_src->getTexture((*event.set_sky.params)[3]), - texture_src->getTexture((*event.set_sky.params)[4]), - texture_src->getTexture((*event.set_sky.params)[5])); + texture_src->getTextureForMesh((*event.set_sky.params)[0]), + texture_src->getTextureForMesh((*event.set_sky.params)[1]), + texture_src->getTextureForMesh((*event.set_sky.params)[2]), + texture_src->getTextureForMesh((*event.set_sky.params)[3]), + texture_src->getTextureForMesh((*event.set_sky.params)[4]), + texture_src->getTextureForMesh((*event.set_sky.params)[5])); } // Handle everything else as plain color else { -- cgit v1.2.3