Fix for bug #7097: blender multitexture materials in the game engine

player did not enable mipmapping when falling back to texfaces.

Also commented out code that disabled mipmapping in the player on
Mac OS X. If that is a workaround for a bug it is a really poor one,
and hopefully fixed now since this code is from 2002 or earlier.
This commit is contained in:
2008-09-14 01:10:45 +00:00
parent 704fef314a
commit c4cde9a027
2 changed files with 2 additions and 1 deletions

View File

@@ -377,6 +377,7 @@ BL_Material* ConvertMaterial(
material->texname[i] = material->img[i]->id.name;
material->flag[i] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
material->flag[i] |= MIPMAP;
if(material->img[i]->flag & IMA_REFLECT)
material->mapping[i].mapping |= USEREFL;

View File

@@ -594,7 +594,7 @@ int main(int argc, char** argv)
{
#ifdef __APPLE__
//SYS_WriteCommandLineInt(syshandle, "show_framerate", 1);
SYS_WriteCommandLineInt(syshandle, "nomipmap", 1);
//SYS_WriteCommandLineInt(syshandle, "nomipmap", 1);
//fullScreen = false; // Can't use full screen
#endif