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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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@ -97,19 +97,19 @@ CNullDriver::CNullDriver(io::IFileSystem* io, const core::dimension2d<u32>& scre
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for (u32 i=0; i<video::EVDF_COUNT; ++i)
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FeatureEnabled[i]=true;
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InitMaterial2D.AntiAliasing=video::EAAM_OFF;
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InitMaterial2D.Lighting=false;
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InitMaterial2D.ZWriteEnable=video::EZW_OFF;
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InitMaterial2D.ZBuffer=video::ECFN_DISABLED;
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InitMaterial2D.UseMipMaps=false;
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for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
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{
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InitMaterial2D.TextureLayer[i].BilinearFilter=false;
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InitMaterial2D.TextureLayer[i].TextureWrapU=video::ETC_REPEAT;
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InitMaterial2D.TextureLayer[i].TextureWrapV=video::ETC_REPEAT;
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InitMaterial2D.TextureLayer[i].TextureWrapW = video::ETC_REPEAT;
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}
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OverrideMaterial2D=InitMaterial2D;
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InitMaterial2D.AntiAliasing = video::EAAM_OFF;
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InitMaterial2D.Lighting = false;
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InitMaterial2D.ZWriteEnable = video::EZW_OFF;
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InitMaterial2D.ZBuffer = video::ECFN_DISABLED;
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InitMaterial2D.UseMipMaps = false;
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InitMaterial2D.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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tex.TextureWrapU = video::ETC_REPEAT;
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tex.TextureWrapV = video::ETC_REPEAT;
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tex.TextureWrapW = video::ETC_REPEAT;
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});
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OverrideMaterial2D = InitMaterial2D;
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}
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