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.
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@@ -377,6 +377,7 @@ BL_Material* ConvertMaterial(
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material->texname[i] = material->img[i]->id.name;
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material->flag[i] |= ( tface->transp &TF_ALPHA )?USEALPHA:0;
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material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
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material->flag[i] |= MIPMAP;
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if(material->img[i]->flag & IMA_REFLECT)
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material->mapping[i].mapping |= USEREFL;
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@@ -594,7 +594,7 @@ int main(int argc, char** argv)
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{
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#ifdef __APPLE__
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//SYS_WriteCommandLineInt(syshandle, "show_framerate", 1);
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SYS_WriteCommandLineInt(syshandle, "nomipmap", 1);
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//SYS_WriteCommandLineInt(syshandle, "nomipmap", 1);
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//fullScreen = false; // Can't use full screen
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#endif
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