mipmapping was always on for fonts due to changed filtering code in ogl.c

This commit is contained in:
zicodxx 2011-05-04 12:18:25 +02:00
parent 040407cf02
commit 62a7386d2a
2 changed files with 2 additions and 3 deletions

View file

@ -599,8 +599,6 @@ void ogl_init_font(grs_font * font)
if (!(font->ft_flags & FT_COLOR))
oglflags |= OGL_FLAG_NOCOLOR;
if (GameCfg.TexFilt)
oglflags |= OGL_FLAG_MIPMAP;
ogl_init_texture(font->ft_parent_bitmap.gltexture = ogl_get_free_texture(), tw, th, oglflags); // have to init the gltexture here so the subbitmaps will find it.
font->ft_bitmaps=(grs_bitmap*)d_malloc( nchars * sizeof(grs_bitmap));
@ -686,7 +684,7 @@ void ogl_init_font(grs_font * font)
gr_init_sub_bitmap(&font->ft_bitmaps[i],&font->ft_parent_bitmap,curx,cury,w,h);
curx+=w+gap;
}
ogl_loadbmtexture_f(&font->ft_parent_bitmap, oglflags);
ogl_loadbmtexture_f(&font->ft_parent_bitmap, GameCfg.TexFilt);
}
int ogl_internal_string(int x, int y, char *s )

View file

@ -5,6 +5,7 @@ D2X-Rebirth Changelog
editor/segment.c, main/fvi.c, main/gameseg.c, main/physics.c, main/segment.h: Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levels
main/endlevel.c: Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated
main/multi.c: Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL; Do not let player join game when gamemode is HOARD or TEAM HOARD and hoard.ham is not available
2d/font.c: mipmapping was always on for fonts due to changed filtering code in ogl.c
20110422
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