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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 04:12:12 +00:00
Fix textures in 2D mode being clamped
I have no idea why the textures in 2D more ended up being clamped to begin with, but this should fix that.
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b5ad511671
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1 changed files with 6 additions and 0 deletions
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@ -231,6 +231,7 @@ namespace CodeImp.DoomBuilder.Rendering
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if((backimageverts == null) || (General.Map.Grid.Background.Texture == null)) break;
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graphics.SetShader(aapass);
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graphics.SetTexture(General.Map.Grid.Background.Texture);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / windowsize.Width, 1f / windowsize.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2, backimageverts);
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graphics.SetVertexBuffer(screenverts);
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@ -240,6 +241,7 @@ namespace CodeImp.DoomBuilder.Rendering
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case RendererLayer.Grid:
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graphics.SetShader(aapass);
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graphics.SetTexture(gridplotter.Texture);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / gridplotter.Width, 1f / gridplotter.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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@ -248,6 +250,7 @@ namespace CodeImp.DoomBuilder.Rendering
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case RendererLayer.Geometry:
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graphics.SetShader(aapass);
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graphics.SetTexture(plotter.Texture);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / plotter.Width, 1f / plotter.Height, FSAA_FACTOR, layer.alpha, false, false);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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@ -256,6 +259,7 @@ namespace CodeImp.DoomBuilder.Rendering
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case RendererLayer.Things:
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graphics.SetShader(aapass);
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graphics.SetTexture(thingstex);
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graphics.SetSamplerState(TextureAddress.Clamp);
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SetDisplay2DSettings(1f / thingstex.Width, 1f / thingstex.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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@ -264,6 +268,7 @@ namespace CodeImp.DoomBuilder.Rendering
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case RendererLayer.Overlay:
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graphics.SetShader(aapass);
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graphics.SetTexture(overlaytex);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / overlaytex.Width, 1f / overlaytex.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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@ -272,6 +277,7 @@ namespace CodeImp.DoomBuilder.Rendering
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case RendererLayer.Surface:
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graphics.SetShader(aapass);
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graphics.SetTexture(surfacetex);
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graphics.SetSamplerState(TextureAddress.Wrap);
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SetDisplay2DSettings(1f / overlaytex.Width, 1f / overlaytex.Height, FSAA_FACTOR, layer.alpha, false, true);
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graphics.Draw(PrimitiveType.TriangleStrip, 0, 2);
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break;
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