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default is to mipmap text after all
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@ -94,7 +94,10 @@ init_libtext() {
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// mipmapping to avoid dropping pixels, but avoids the hideous
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// artifacts that we get from some cards (notably TNT2) from
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// filtering between two different mipmap levels.
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string text_minfilter_str = config_text.GetString("text-minfilter", "linear_mipmap_nearest");
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// But, full mipmapping still gives smoother blending from small to
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// large, so maybe we'll use it as the default anyway.
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string text_minfilter_str = config_text.GetString("text-minfilter", "linear_mipmap_linear");
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string text_magfilter_str = config_text.GetString("text-magfilter", "linear");
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text_minfilter = Texture::string_filter_type(text_minfilter_str);
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