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Clean up texture filtering settings (#13683)
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@@ -297,11 +297,8 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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material.MaterialType = m_material_type;
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material.MaterialTypeParam = 0.5f;
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material.BackfaceCulling = true;
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// Enable bi/trilinear filtering only for high resolution textures
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bool bilinear_filter = dim.Width > 32 && m_bilinear_filter;
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bool trilinear_filter = dim.Width > 32 && m_trilinear_filter;
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(bilinear_filter, trilinear_filter,
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setMaterialFilters(tex, m_bilinear_filter, m_trilinear_filter,
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m_anisotropic_filter);
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});
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// mipmaps cause "thin black line" artifacts
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@@ -465,7 +462,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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material.MaterialTypeParam = 0.5f;
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material.BackfaceCulling = cull_backface;
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material.forEachTexture([this] (auto &tex) {
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tex.setFiltersMinetest(m_bilinear_filter, m_trilinear_filter,
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setMaterialFilters(tex, m_bilinear_filter, m_trilinear_filter,
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m_anisotropic_filter);
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});
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}
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