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Fix inconsistent hud texture filtering
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Eli2 committed Nov 14, 2015
1 parent 2a65269 commit b84ca25
Showing 1 changed file with 13 additions and 8 deletions.
21 changes: 13 additions & 8 deletions src/gui/Hud.cpp
Expand Up @@ -1435,6 +1435,12 @@ void PlayerInterfaceFader::update() {
}
}

static void setHudTextureState() {
GRenderer->GetTextureStage(0)->setMinFilter(TextureStage::FilterLinear);
GRenderer->GetTextureStage(0)->setMagFilter(TextureStage::FilterLinear);
GRenderer->GetTextureStage(0)->setWrapMode(TextureStage::WrapClamp);
}

void HudRoot::draw() {

const Vec2f mousePos = Vec2f(DANAEMouse);
Expand Down Expand Up @@ -1474,11 +1480,8 @@ void HudRoot::draw() {
precastSpellsGui.updateRect(damagedEquipmentGui.rect());
precastSpellsGui.update();

setHudTextureState();

GRenderer->GetTextureStage(0)->setMinFilter(TextureStage::FilterLinear);
GRenderer->GetTextureStage(0)->setMagFilter(TextureStage::FilterNearest);
GRenderer->GetTextureStage(0)->setWrapMode(TextureStage::WrapClamp);

if(player.Interface & INTER_COMBATMODE) {
hitStrengthGauge.draw();
}
Expand Down Expand Up @@ -1532,6 +1535,8 @@ void HudRoot::draw() {
ARX_INTERFACE_ManageOpenedBook_SpellsDraw();
}
}

setHudTextureState();
}

if(CurrSpellSymbol || player.SpellToMemorize.bSpell) {
Expand Down Expand Up @@ -1592,14 +1597,14 @@ void HudRoot::draw() {
levelUpIconGui.draw();
}

GRenderer->GetTextureStage(0)->setMinFilter(TextureStage::FilterLinear);
GRenderer->GetTextureStage(0)->setMagFilter(TextureStage::FilterLinear);
GRenderer->GetTextureStage(0)->setWrapMode(TextureStage::WrapRepeat);

precastSpellsGui.draw();
activeSpellsGui.update(hudSlider);
activeSpellsGui.updateInput(mousePos);
activeSpellsGui.draw();

GRenderer->GetTextureStage(0)->setMinFilter(TextureStage::FilterLinear);
GRenderer->GetTextureStage(0)->setMagFilter(TextureStage::FilterLinear);
GRenderer->GetTextureStage(0)->setWrapMode(TextureStage::WrapRepeat);
}

void HudRoot::recalcScale() {
Expand Down

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