Improved texture filtering in Visual Mode. When filtering is Off, it interpolates the mipmaps to reduce the banding effect on walls/floors. With filtering On, it now uses anisotropic filtering up to level 8. (you can change the anisotropy level by editing the 'filteranisotropy' value in the program configuration)

This commit is contained in:
codeimp 2010-10-03 11:51:38 +00:00
parent 1c02c7e62a
commit 59df505df6
4 changed files with 34 additions and 7 deletions

View file

@ -229,7 +229,7 @@ namespace CodeImp.DoomBuilder.Rendering
device.Material = material;
// Shader settings
shaders.World3D.SetConstants(General.Settings.VisualBilinear, true);
shaders.World3D.SetConstants(General.Settings.VisualBilinear, true, General.Settings.FilterAnisotropy);
// Texture filters
postfilter = Filter.Point;
@ -317,7 +317,7 @@ namespace CodeImp.DoomBuilder.Rendering
shaders = new ShaderManager(this);
// Font
postfilter = Filter.Box;
postfilter = Filter.Box; // Only for the font. This will be reset in SetupSettings (see below)
font = new TextFont();
fonttexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Font.png");
fonttexture.LoadImage();