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