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Wield: always obey anisotropic_filter setting, not just for hi res textures
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@ -279,16 +279,15 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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material.setTexture(0, texture);
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material.MaterialType = m_material_type;
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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// Enable filtering only for high resolution texures
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// Enable bi/trilinear filtering only for high resolution textures
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if (dim.Width > 32) {
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
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material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
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} else {
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_TRILINEAR_FILTER, false);
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}
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
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// mipmaps cause "thin black line" artifacts
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#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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