From 7f09dd2aec38aad5e88f17c675487d6ab784454e Mon Sep 17 00:00:00 2001 From: ZZYZX Date: Sun, 15 Dec 2019 22:47:06 +0200 Subject: [PATCH] Reenabled point filtering in visual mode --- Source/Core/Rendering/Renderer3D.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/Source/Core/Rendering/Renderer3D.cs b/Source/Core/Rendering/Renderer3D.cs index 1181dfcd..eb90be74 100755 --- a/Source/Core/Rendering/Renderer3D.cs +++ b/Source/Core/Rendering/Renderer3D.cs @@ -304,9 +304,10 @@ namespace CodeImp.DoomBuilder.Rendering graphics.SetUniform(UniformName.fogcolor, General.Colors.Background.ToColorValue()); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); graphics.SetUniform(UniformName.highlightcolor, new Color4()); //mxd + graphics.SetSamplerFilter(General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point); - // Texture addressing - graphics.SetSamplerState(TextureAddress.Wrap); + // Texture addressing + graphics.SetSamplerState(TextureAddress.Wrap); // Matrices world = Matrix.Identity; @@ -1995,7 +1996,7 @@ namespace CodeImp.DoomBuilder.Rendering graphics.SetUniform(UniformName.projection, world * view2d); graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f)); graphics.SetUniform(UniformName.rendersettings, new Vector4(1.0f, 1.0f, 0.0f, 1.0f)); - graphics.SetSamplerFilter(TextureFilter.Linear); + graphics.SetSamplerFilter(General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point); // Texture if (crosshairbusy)