Split up texture filtering properties of SMaterialLayer into MinFilter and MagFilter
You can now set the filter used when scaling textures down and the filter used when scaling textures up separately.
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@@ -43,7 +43,8 @@ class SmokePuffCSO: public ClientSimpleObject
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mat.Lighting = false;
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mat.FogEnable = true;
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.BilinearFilter = false;
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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});
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m_spritenode->setColor(video::SColor(255,0,0,0));
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