diff --git a/Source/Plugins/BuilderModes/IO/ImageExporter.cs b/Source/Plugins/BuilderModes/IO/ImageExporter.cs index e4646fd..941fa6b 100644 --- a/Source/Plugins/BuilderModes/IO/ImageExporter.cs +++ b/Source/Plugins/BuilderModes/IO/ImageExporter.cs @@ -201,10 +201,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO using (Graphics gtexture = Graphics.FromImage(texturebitmap)) { gtexture.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA - gtexture.InterpolationMode = InterpolationMode.HighQualityBilinear; + gtexture.InterpolationMode = InterpolationMode.NearestNeighbor; gtexture.CompositingQuality = CompositingQuality.HighQuality; gtexture.PixelOffsetMode = PixelOffsetMode.HighQuality; - gtexture.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough using (GraphicsPath gpath = new GraphicsPath()) { @@ -528,7 +527,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO graphics.CompositingMode = CompositingMode.SourceCopy; graphics.CompositingQuality = CompositingQuality.HighQuality; graphics.InterpolationMode = InterpolationMode.NearestNeighbor; - graphics.SmoothingMode = SmoothingMode.HighQuality; graphics.PixelOffsetMode = PixelOffsetMode.HighQuality; using (var wrapMode = new ImageAttributes())