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Expose all OpenGL filtering modes, use OpenGL names for them
Because of a review comment on the Irrlicht PR by numberZero.
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@@ -101,7 +101,7 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
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buf->getMaterial().Lighting = false;
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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// Add mesh buffer to mesh
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@@ -411,7 +411,7 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->getMaterial().Lighting = false;
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buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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dst_mesh->addMeshBuffer(buf);
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