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Enable bilinear filter for sprites.
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@ -589,7 +589,7 @@ void TextureCache::activateTexture(u32 _t, CachedTexture *_pTexture)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, _pTexture->max_level);
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// Set filter mode. Almost always bilinear, but check anyways
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if ((gDP.otherMode.textureFilter == G_TF_BILERP) || (gDP.otherMode.textureFilter == G_TF_AVERAGE) || (config.texture.forceBilinear)) {
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if ((gDP.otherMode.textureFilter == G_TF_BILERP) || (gDP.otherMode.textureFilter == G_TF_AVERAGE) || ((gSP.objRendermode&G_OBJRM_BILERP) != 0) || (config.texture.forceBilinear)) {
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if (_pTexture->max_level > 0)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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else
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