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Correct condition for mip-mapped textures filtering in 3 point filter mode.

This commit is contained in:
Sergey Lipskiy 2015-04-30 18:19:58 +06:00
parent ced78db2b8
commit d95103d3d1

View File

@ -5,6 +5,7 @@
#include <chrono> // std::chrono::seconds
#include "OpenGL.h"
#include "Textures.h"
#include "GLSLCombiner.h"
#include "GBI.h"
#include "RSP.h"
#include "gDP.h"
@ -1084,7 +1085,7 @@ 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 && 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 && currentCombiner()->usesLOD()) { // 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