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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.
This commit is contained in:
committed by
Craig Robbins
parent
862d4ea328
commit
db32e6c5aa
@@ -102,6 +102,8 @@ public:
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL)=0;
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virtual video::ITexture* getTextureForMesh(
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const std::string &name, u32 *id = NULL) = 0;
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virtual IrrlichtDevice* getDevice()=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* generateTextureFromMesh(
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