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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/wieldmesh.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/wieldmesh.cpp')
-rw-r--r-- | src/wieldmesh.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
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 |