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/particles.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/particles.cpp') diff --git a/src/particles.cpp b/src/particles.cpp index a137aaaba..e9268be27 100644 --- a/src/particles.cpp +++ b/src/particles.cpp @@ -434,7 +434,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef, } } video::ITexture *texture = - gamedef->tsrc()->getTexture(*(event->add_particlespawner.texture)); + gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture)); ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player, event->add_particlespawner.amount, @@ -477,7 +477,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef, if (event->type == CE_SPAWN_PARTICLE) { video::ITexture *texture = - gamedef->tsrc()->getTexture(*(event->spawn_particle.texture)); + gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture)); Particle* toadd = new Particle(gamedef, smgr, player, m_env, *event->spawn_particle.pos, -- cgit v1.2.3