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Wieldmesh: don't force anisotropic filtering on, instead disable mipmaps
This should fix #1844. Thanks to oleastre for making the first version of this commit (#1848).
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@ -206,6 +206,7 @@ WieldMeshSceneNode::WieldMeshSceneNode(
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m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
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{
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m_enable_shaders = g_settings->getBool("enable_shaders");
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m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
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m_bilinear_filter = g_settings->getBool("bilinear_filter");
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m_trilinear_filter = g_settings->getBool("trilinear_filter");
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@ -280,14 +281,16 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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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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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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// anisotropic filtering removes "thin black line" artifacts
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, true);
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// mipmaps cause "thin black line" artifacts
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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if (m_enable_shaders)
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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}
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@ -64,6 +64,7 @@ private:
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bool m_lighting;
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bool m_enable_shaders;
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bool m_anisotropic_filter;
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bool m_bilinear_filter;
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bool m_trilinear_filter;
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