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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-02-16 17:11:28 +00:00
texture post-filtering quality now depends on display quality set in preferences
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parent
659a3df7be
commit
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4 changed files with 12 additions and 8 deletions
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@ -25,11 +25,6 @@ Stemming from the same concept is FreeDraw, which I think is also a pretty simpl
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===========================================================================================
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<esselfortium> Make Sector mode is sweet.
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<esselfortium> it'd be nice if it could somehow show you both that and what sector it currently belongs to, though.
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===========================================================================================
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Plugin that adds a key to toggle between 3D mode and the previous mode. Some people may want that behaviour back. When in 3D mode, the plugin should cancel any mode switches (but preferrably any action) that uses the WASD keys and give a seperate key (preferrably the same as 3D mode) to return to the previous mode.
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===========================================================================================
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@ -277,7 +277,7 @@ namespace CodeImp.DoomBuilder.Data
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memstream.Seek(0, SeekOrigin.Begin);
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texture = Texture.FromStream(General.Map.Graphics.Device, memstream, (int)memstream.Length,
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img.Size.Width, img.Size.Height, mipmaplevels, Usage.None, Format.Unknown,
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Pool.Managed, Filter.Linear, Filter.Linear, 0);
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Pool.Managed, General.Map.Graphics.PostFilter, General.Map.Graphics.PostFilter, 0);
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memstream.Dispose();
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}
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}
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@ -52,7 +52,8 @@ namespace CodeImp.DoomBuilder.Rendering
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// Settings
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private int adapter;
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private Filter postfilter;
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// Main objects
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private static Direct3D d3d;
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private RenderTargetControl rendertarget;
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@ -82,6 +83,7 @@ namespace CodeImp.DoomBuilder.Rendering
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internal Surface DepthBuffer { get { return depthbuffer; } }
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internal TextFont Font { get { return font; } }
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internal Texture FontTexture { get { return fonttexture.Texture; } }
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internal Filter PostFilter { get { return postfilter; } }
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#endregion
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@ -210,6 +212,12 @@ namespace CodeImp.DoomBuilder.Rendering
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// Shader settings
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shaders.World3D.SetConstants(General.Settings.VisualBilinear, true);
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// Texture loading filter
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if(General.Settings.QualityDisplay)
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postfilter = Filter.Box;
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else
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postfilter = Filter.Linear;
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// Initialize presentations
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Presentation.Initialize();
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}
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@ -292,6 +300,7 @@ namespace CodeImp.DoomBuilder.Rendering
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shaders = new ShaderManager(this);
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// Font
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postfilter = Filter.Box;
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font = new TextFont();
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fonttexture = new ResourceImage("Font.png");
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fonttexture.LoadImage();
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@ -1824,7 +1824,7 @@ namespace CodeImp.DoomBuilder.Windows
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if(General.Map != null)
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{
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// Setup and reload stuff
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General.Map.ScriptEditor.Editor.RefreshSettings();
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if(General.Map.ScriptEditor != null) General.Map.ScriptEditor.Editor.RefreshSettings();
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General.Map.Graphics.SetupSettings();
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General.Map.Map.UpdateConfiguration();
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General.Map.ReloadResources();
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