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