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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/nodedef.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/nodedef.cpp')
-rw-r--r--src/nodedef.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 0654f66c5..ce087f6b8 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -930,7 +930,7 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
bool backface_culling, u8 alpha, u8 material_type)
{
tile->shader_id = shader_id;
- tile->texture = tsrc->getTexture(tiledef->name, &tile->texture_id);
+ tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id);
tile->alpha = alpha;
tile->material_type = material_type;
@@ -973,7 +973,7 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
os << tiledef->name << "^[verticalframe:"
<< frame_count << ":" << i;
- frame.texture = tsrc->getTexture(os.str(), &frame.texture_id);
+ frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id);
if (tile->normal_texture)
frame.normal_texture = tsrc->getNormalTexture(os.str());
tile->frames[i] = frame;