fixed bilinear texture filter with low-quality display setting

This commit is contained in:
codeimp 2008-11-18 15:37:33 +00:00
parent ce456494b8
commit 308b68c506

View file

@ -162,10 +162,20 @@ namespace CodeImp.DoomBuilder.Rendering
device.SetTransform(TransformState.Projection, Matrix.Identity);
// Sampler settings
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
if(General.Settings.ClassicBilinear)
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
}
else
{
device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MipMapLodBias, 0f);
}
// Texture addressing
device.SetSamplerState(0, SamplerState.AddressU, TextureAddress.Wrap);