Made forced bilinear filtering mode work with paletted textures.

This commit is contained in:
Jean-Philip Desjardins 2016-01-10 00:35:57 -05:00
parent a8b125fe4d
commit 71552e1a47

View File

@ -992,10 +992,18 @@ void CGSH_OpenGL::FillShaderCapsFromTexture(SHADERCAPS& shaderCaps, const uint64
shaderCaps.texClampT = clampMode[1];
}
if(CGsPixelFormats::IsPsmIDTEX(tex0.nPsm) && ((tex1.nMinFilter != MIN_FILTER_NEAREST) || (tex1.nMagFilter != MIN_FILTER_NEAREST)))
if(CGsPixelFormats::IsPsmIDTEX(tex0.nPsm))
{
//We'll need to filter the texture manually
shaderCaps.texBilinearFilter = 1;
if((tex1.nMinFilter != MIN_FILTER_NEAREST) || (tex1.nMagFilter != MIN_FILTER_NEAREST))
{
//We'll need to filter the texture manually
shaderCaps.texBilinearFilter = 1;
}
if(m_forceBilinearTextures)
{
shaderCaps.texBilinearFilter = 1;
}
}
if(tex0.nColorComp == 1)