mipmapping was always on for fonts due to changed filtering code in ogl.c
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@ -586,8 +586,6 @@ void ogl_init_font(grs_font * font)
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if (!(font->ft_flags & FT_COLOR))
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oglflags |= OGL_FLAG_NOCOLOR;
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if (GameCfg.TexFilt)
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oglflags |= OGL_FLAG_MIPMAP;
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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.
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font->ft_bitmaps=(grs_bitmap*)d_malloc( nchars * sizeof(grs_bitmap));
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@ -673,7 +671,7 @@ void ogl_init_font(grs_font * font)
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gr_init_sub_bitmap(&font->ft_bitmaps[i],&font->ft_parent_bitmap,curx,cury,w,h);
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curx+=w+gap;
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}
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ogl_loadbmtexture_f(&font->ft_parent_bitmap, oglflags);
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ogl_loadbmtexture_f(&font->ft_parent_bitmap, GameCfg.TexFilt);
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}
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int ogl_internal_string(int x, int y, char *s )
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@ -5,6 +5,7 @@ D1X-Rebirth Changelog
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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
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main/endlevel.c: Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated
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main/multi.c: Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL
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2d/font.c: mipmapping was always on for fonts due to changed filtering code in ogl.c
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20110424
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--------
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