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author | Aaron Suen <warr1024@gmail.com> | 2015-03-30 20:04:19 -0400 |
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committer | Craig Robbins <kde.psych@gmail.com> | 2015-03-31 16:56:33 +1000 |
commit | db32e6c5aa3bf79c23fa51f9297440fcaf09215d (patch) | |
tree | 7d840ddc94da602c8fda5009feedbec06f91ac1a /src/nodedef.cpp | |
parent | 862d4ea328ed30d79f4e28eb9119e21e275295d9 (diff) | |
download | minetest-db32e6c5aa3bf79c23fa51f9297440fcaf09215d.tar.gz minetest-db32e6c5aa3bf79c23fa51f9297440fcaf09215d.tar.bz2 minetest-db32e6c5aa3bf79c23fa51f9297440fcaf09215d.zip |
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.cpp | 4 |
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; |