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/wieldmesh.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/wieldmesh.cpp') 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 -- cgit v1.2.3