From db32e6c5aa3bf79c23fa51f9297440fcaf09215d Mon Sep 17 00:00:00 2001 From: Aaron Suen Date: Mon, 30 Mar 2015 20:04:19 -0400 Subject: Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements. --- src/content_cso.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/content_cso.cpp') diff --git a/src/content_cso.cpp b/src/content_cso.cpp index c337472ff..0790024fc 100644 --- a/src/content_cso.cpp +++ b/src/content_cso.cpp @@ -50,7 +50,7 @@ public: m_spritenode = smgr->addBillboardSceneNode( NULL, v2f(1,1), pos, -1); m_spritenode->setMaterialTexture(0, - env->getGameDef()->tsrc()->getTexture("smoke_puff.png")); + env->getGameDef()->tsrc()->getTextureForMesh("smoke_puff.png")); m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false); m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); //m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); -- cgit v1.2.3