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Fix filtering of mip-map textures with Level 0.

Fixed issue #306
This commit is contained in:
Sergey Lipskiy 2015-04-13 18:46:20 +06:00
parent 393617ea53
commit 5f73ebccb1

View File

@ -1084,7 +1084,7 @@ void TextureCache::activateTexture(u32 _t, CachedTexture *_pTexture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
} else if (bUseBilinear && _t == 0 && config.generalEmulation.enableLOD != 0 && gSP.texture.level > gSP.texture.tile) { // Apply standard bilinear to first tile of mipmap texture
} else if (bUseBilinear && config.generalEmulation.enableLOD != 0 && gSP.texture.level > gSP.texture.tile) { // Apply standard bilinear to first tile of mipmap texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else { // Don't use texture filter. Texture will be filtered by 3 point filter shader