2D rendering: Enable bilinear filter for downscaling textures

This looks much better and doesn't have any downsides (e.g. regarding pixel art).
This commit is contained in:
Gregor Parzefall 2023-06-25 12:53:04 +02:00 committed by sfan5
parent a994c31ccf
commit fb7a0e4298

@ -103,7 +103,9 @@ CNullDriver::CNullDriver(io::IFileSystem* io, const core::dimension2d<u32>& scre
InitMaterial2D.ZBuffer = video::ECFN_DISABLED; InitMaterial2D.ZBuffer = video::ECFN_DISABLED;
InitMaterial2D.UseMipMaps = false; InitMaterial2D.UseMipMaps = false;
InitMaterial2D.forEachTexture([] (auto &tex) { InitMaterial2D.forEachTexture([] (auto &tex) {
tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST; // Using ETMINF_LINEAR_MIPMAP_NEAREST (bilinear) for 2D graphics looks
// much better and doesn't have any downsides (e.g. regarding pixel art).
tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_NEAREST;
tex.MagFilter = video::ETMAGF_NEAREST; tex.MagFilter = video::ETMAGF_NEAREST;
tex.TextureWrapU = video::ETC_REPEAT; tex.TextureWrapU = video::ETC_REPEAT;
tex.TextureWrapV = video::ETC_REPEAT; tex.TextureWrapV = video::ETC_REPEAT;