Use nearest filtering if nearest is specified

This commit is contained in:
ZZYZX 2019-12-29 13:02:03 +02:00
parent 8f9d840aeb
commit 62cddff505

View file

@ -310,7 +310,8 @@ namespace CodeImp.DoomBuilder.Rendering
graphics.SetUniform(UniformName.fogcolor, General.Colors.Background.ToColorValue()); graphics.SetUniform(UniformName.fogcolor, General.Colors.Background.ToColorValue());
graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
graphics.SetUniform(UniformName.highlightcolor, new Color4()); //mxd graphics.SetUniform(UniformName.highlightcolor, new Color4()); //mxd
graphics.SetSamplerFilter(TextureFilter.Linear, General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point, TextureFilter.Linear, General.Settings.FilterAnisotropy); TextureFilter texFilter = General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point;
graphics.SetSamplerFilter(texFilter, texFilter, TextureFilter.Linear, General.Settings.FilterAnisotropy);
// Texture addressing // Texture addressing
graphics.SetSamplerState(TextureAddress.Wrap); graphics.SetSamplerState(TextureAddress.Wrap);