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https://github.com/minetest/irrlicht.git
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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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@ -31,8 +31,8 @@ public:
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struct SStatesCache
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{
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SStatesCache() : WrapU(ETC_REPEAT), WrapV(ETC_REPEAT), WrapW(ETC_REPEAT),
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LODBias(0), AnisotropicFilter(0), BilinearFilter(false), TrilinearFilter(false),
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MipMapStatus(false), IsCached(false)
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LODBias(0), AnisotropicFilter(0), MinFilter(video::ETMINF_NEAREST),
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MagFilter(video::ETMAGF_NEAREST), MipMapStatus(false), IsCached(false)
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{
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}
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@ -41,8 +41,8 @@ public:
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u8 WrapW;
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s8 LODBias;
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u8 AnisotropicFilter;
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bool BilinearFilter;
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bool TrilinearFilter;
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video::E_TEXTURE_MIN_FILTER MinFilter;
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video::E_TEXTURE_MAG_FILTER MagFilter;
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bool MipMapStatus;
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bool IsCached;
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};
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