From b51d7c6a66a36b9834402ffa3482ca556f3259cf Mon Sep 17 00:00:00 2001 From: Porteries Tristan Date: Tue, 19 Jul 2016 18:53:08 +0000 Subject: [PATCH] UPBGE: Fix mipmapping on cube maps. As the world background cube map was not using mipmapping then the image used don't generated mipmap levels. This is not a problem if this same texture is not reused, but the user will certainly reuse this same texture and in this case mipmapping will not working in regular materials. To fix this issue we use mipmaps for background, this has not effect on render. --- source/blender/editors/space_view3d/view3d_draw.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 5204ba6883d6..15d9236b7b58 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -2995,7 +2995,7 @@ static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar) GPUMaterial *gpumat = GPU_material_world(scene, scene->world); /* calculate full shader for background */ - GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0)); + GPU_material_bind(gpumat, 1, 1, 1.0, true, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0)); bool material_not_bound = !GPU_material_bound(gpumat);