default is to mipmap text after all

This commit is contained in:
David Rose 2002-12-06 20:16:36 +00:00
parent a39fe8b02f
commit e211aa9294

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