Wield: always obey anisotropic_filter setting, not just for hi res textures

This commit is contained in:
Kahrl 2014-11-26 19:54:04 +01:00
parent 571ba5d9c5
commit 264d740c9d

@ -279,16 +279,15 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
material.setTexture(0, texture);
material.MaterialType = m_material_type;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
// Enable filtering only for high resolution texures
// Enable bi/trilinear filtering only for high resolution textures
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);
}
material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
// mipmaps cause "thin black line" artifacts
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
material.setFlag(video::EMF_USE_MIP_MAPS, false);