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Also apply linear filtering setting (textLinearFiltering
) to unifont renderer. Closes #1548.
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@ -95,7 +95,11 @@ object DynamicFontRenderer {
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class CharTexture(val owner: DynamicFontRenderer) {
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class CharTexture(val owner: DynamicFontRenderer) {
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private val id = GL11.glGenTextures()
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private val id = GL11.glGenTextures()
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, id)
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, id)
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST)
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if (Settings.get.textLinearFiltering) {
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR)
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} else {
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST)
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}
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST)
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST)
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GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, size, size, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, BufferUtils.createByteBuffer(size * size * 4))
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GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, size, size, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, BufferUtils.createByteBuffer(size * size * 4))
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