Split up texture filtering properties of SMaterialLayer into MinFilter and MagFilter

You can now set the filter used when scaling textures down and the filter used when scaling textures up separately.
This commit is contained in:
Gregor Parzefall
2023-06-23 13:58:50 +02:00
committed by sfan5
parent 9e0189019e
commit 5ececc7d29
10 changed files with 128 additions and 101 deletions

View File

@ -104,21 +104,21 @@ namespace video
case EMF_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
case EMF_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
case EMF_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
case EMF_BILINEAR_FILTER:
case EMF_MIN_FILTER:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
{
material.TextureLayer[i].BilinearFilter = Material.TextureLayer[i].BilinearFilter;
material.TextureLayer[i].MinFilter = Material.TextureLayer[i].MinFilter;
}
}
break;
case EMF_TRILINEAR_FILTER:
case EMF_MAG_FILTER:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
{
material.TextureLayer[i].TrilinearFilter = Material.TextureLayer[i].TrilinearFilter;
material.TextureLayer[i].MagFilter = Material.TextureLayer[i].MagFilter;
}
}
break;