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Fix buttons/texts missing when mipmap ON in Tactic Ogre #2844
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Would this also fix other games with Mipmapping issues? Does it need to be tested? |
May be .However i don't have any other games that have mipmapping issue so far . |
If this helps out, I will be able to close #2286 |
Also @raven02, are you sure this won't break your other game that needs Mipmapping to be ON like this one? :- There was a reason why @hrydgard reverted the commit you're about to enable again (he commented it out with // as you can see in the code), you better test out that game first. (I don't know what the title is, I don't recognise the Chinese/Japanese characters in your screenshot) |
magFilt &= ~1; | ||
minFilt &= ~1; | ||
} | ||
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if (!g_Config.bMipMap) { | ||
if (!g_Config.bMipMap || noMip || !noMip) { |
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x || !x = true
so this will always happen, which also means that mipmapping is now always turned off. I don't think that should be necessary (Although I really don't understand what the real problem is here, it's really weird).
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I think this approach would be better ?
bool noMip = (gstate.texlevel & 0xFFFFFF) == 0x000001 || (gstate.texlevel & 0xFFFFFF) == 0x100001 ; // Fix texlevel at 0
// Mipmapping OFF
if (!g_Config.bMipMap || noMip ) {
magFilt &= 1;
minFilt &= 1;
}
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That seems fine if it solves it.
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I see. Already tested , it is working well .
I think one of the reason @hrydgard revert that commit because it only partially working at that time . As @unknownbrackets , button did work somehow but not texts . Right now both should be rendered correctly when mipmap ON. Regarding another game that need mipmap ON , i think it is another issues
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Fix buttons/texts missing when mipmap ON in Tactic Ogre
Issue #2286