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Reenabled point filtering in visual mode
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1 changed files with 4 additions and 3 deletions
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@ -304,9 +304,10 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.SetUniform(UniformName.fogcolor, General.Colors.Background.ToColorValue());
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graphics.SetUniform(UniformName.fogcolor, General.Colors.Background.ToColorValue());
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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graphics.SetUniform(UniformName.highlightcolor, new Color4()); //mxd
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graphics.SetUniform(UniformName.highlightcolor, new Color4()); //mxd
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graphics.SetSamplerFilter(General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point);
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// Texture addressing
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// Texture addressing
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graphics.SetSamplerState(TextureAddress.Wrap);
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graphics.SetSamplerState(TextureAddress.Wrap);
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// Matrices
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// Matrices
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world = Matrix.Identity;
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world = Matrix.Identity;
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@ -1995,7 +1996,7 @@ namespace CodeImp.DoomBuilder.Rendering
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graphics.SetUniform(UniformName.projection, world * view2d);
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graphics.SetUniform(UniformName.projection, world * view2d);
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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graphics.SetUniform(UniformName.texturefactor, new Color4(1f, 1f, 1f, 1f));
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graphics.SetUniform(UniformName.rendersettings, new Vector4(1.0f, 1.0f, 0.0f, 1.0f));
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graphics.SetUniform(UniformName.rendersettings, new Vector4(1.0f, 1.0f, 0.0f, 1.0f));
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graphics.SetSamplerFilter(TextureFilter.Linear);
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graphics.SetSamplerFilter(General.Settings.VisualBilinear ? TextureFilter.Linear : TextureFilter.Point);
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// Texture
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// Texture
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if (crosshairbusy)
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if (crosshairbusy)
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