Reenabled point filtering in visual mode

This commit is contained in:
ZZYZX 2019-12-15 22:47:06 +02:00
parent 99a90512f1
commit 7f09dd2aec

View file

@ -304,6 +304,7 @@ 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);
@ -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)