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