Always load envmaps as linear, they don't make much sense as nearest (consistent with lightmaps).

This commit is contained in:
Shpoike 2024-05-17 16:29:15 +01:00
parent 8927712e0f
commit 8b0cfff7c7

View file

@ -2805,7 +2805,7 @@ void BSPX_LoadEnvmaps(model_t *mod, bspx_header_t *bspx, void *mod_base)
out[i].cubesize = LittleLong(in[i].cubesize); out[i].cubesize = LittleLong(in[i].cubesize);
Q_snprintfz(imagename, sizeof(imagename), "textures/env/%s_%i_%i_%i", base, (int)mod->envmaps[i].origin[0], (int)mod->envmaps[i].origin[1], (int)mod->envmaps[i].origin[2]); Q_snprintfz(imagename, sizeof(imagename), "textures/env/%s_%i_%i_%i", base, (int)mod->envmaps[i].origin[0], (int)mod->envmaps[i].origin[1], (int)mod->envmaps[i].origin[2]);
out[i].image = Image_GetTexture(imagename, NULL, IF_TEXTYPE_CUBE|IF_NOREPLACE, NULL, NULL, out[i].cubesize, out[i].cubesize, PTI_INVALID); out[i].image = Image_GetTexture(imagename, NULL, IF_TEXTYPE_CUBE|IF_LINEAR|IF_NOREPLACE, NULL, NULL, out[i].cubesize, out[i].cubesize, PTI_INVALID);
} }