diff --git a/GPU/Common/TextureCacheCommon.cpp b/GPU/Common/TextureCacheCommon.cpp index 698803fd9279..668db2a1302e 100644 --- a/GPU/Common/TextureCacheCommon.cpp +++ b/GPU/Common/TextureCacheCommon.cpp @@ -187,10 +187,10 @@ void TextureCacheCommon::GetSamplingParams(int &minFilt, int &magFilt, bool &sCl case TEX_FILTER_AUTO: // Follow what the game wants. We just do a single heuristic change to avoid bleeding of wacky color test colors // in higher resolution (used by some games for sprites, and they accidentally have linear filter on). - // This does duplicate the body of the above if, but it's clearer this way. if (gstate.isModeThrough() && g_Config.iInternalResolution != 1) { bool uglyColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue() && gstate.getColorTestRef() != 0; if (uglyColorTest) { + // Force to nearest. magFilt &= ~1; minFilt &= ~1; } @@ -206,7 +206,7 @@ void TextureCacheCommon::GetSamplingParams(int &minFilt, int &magFilt, bool &sCl break; case TEX_FILTER_FORCE_NEAREST: default: - // Just override everything to nearest without checks. Safe (but ugly). + // Just force to nearest without checks. Safe (but ugly). magFilt &= ~1; minFilt &= ~1; break;