diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 40cfdbc2b..ac0832057 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -206,6 +206,7 @@ WieldMeshSceneNode::WieldMeshSceneNode( m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0) { m_enable_shaders = g_settings->getBool("enable_shaders"); + m_anisotropic_filter = g_settings->getBool("anisotropic_filter"); m_bilinear_filter = g_settings->getBool("bilinear_filter"); m_trilinear_filter = g_settings->getBool("trilinear_filter"); @@ -280,14 +281,16 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, material.setFlag(video::EMF_BACK_FACE_CULLING, true); // Enable filtering only for high resolution texures if (dim.Width > 32) { + material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter); material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter); material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter); } else { + material.setFlag(video::EMF_ANISOTROPIC_FILTER, false); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_TRILINEAR_FILTER, false); } - // anisotropic filtering removes "thin black line" artifacts - material.setFlag(video::EMF_ANISOTROPIC_FILTER, true); + // mipmaps cause "thin black line" artifacts + material.setFlag(video::EMF_USE_MIP_MAPS, false); if (m_enable_shaders) material.setTexture(2, tsrc->getTexture("disable_img.png")); } diff --git a/src/wieldmesh.h b/src/wieldmesh.h index 14bd85bca..3b39dbfac 100644 --- a/src/wieldmesh.h +++ b/src/wieldmesh.h @@ -64,6 +64,7 @@ private: bool m_lighting; bool m_enable_shaders; + bool m_anisotropic_filter; bool m_bilinear_filter; bool m_trilinear_filter;