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Fixed|Renderer: Weapon psprites always filtered
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The material spec for psprites was not using the mag filter parameter consistently.

IssueID #1813
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skyjake committed Nov 5, 2018
1 parent 883009f commit 3211920
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion doomsday/apps/client/src/gl/gl_main.cpp
Expand Up @@ -754,7 +754,7 @@ static inline MaterialVariantSpec const &uiMaterialSpec(gl::Wrapping wrapS, gl::
static inline MaterialVariantSpec const &pspriteMaterialSpec(dint tClass, dint tMap)
{
return resSys().materialSpec(PSpriteContext, 0, 1, tClass, tMap, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
0, 1, 0, false, true, true, false);
0, -2, 0, false, true, true, false);
}

void GL_SetMaterialUI2(world::Material *material, gl::Wrapping wrapS, gl::Wrapping wrapT)
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2 changes: 1 addition & 1 deletion doomsday/apps/client/src/render/api_render.cpp
Expand Up @@ -127,7 +127,7 @@ DENG_EXTERN_C void R_SkyParams(dint layer, dint param, void *data);
static inline MaterialVariantSpec const &pspriteMaterialSpec_GetSpriteInfo()
{
return App_Resources().materialSpec(PSpriteContext, 0, 1, 0, 0, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
0, 1, -1, false, true, true, false);
0, -2, -1, false, true, true, false);
}

#undef R_GetSpriteInfo
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