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authorThomas Edvalson2016-04-11 15:21:58 -0400
committerThomas Edvalson2016-04-11 15:21:58 -0400
commita0cc562f1f8cbf51fb92d0f230c2d7fb0274090d (patch)
tree33f05a93021a377a9608cce881250fbac958c333 /backends/platform/3ds/sprite.cpp
parentf5d73cac8a2d21962ed34b18de5aee36c2bce9ad (diff)
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3DS: Use linear GPU texture downscaling for better legibility in hi-res games
Diffstat (limited to 'backends/platform/3ds/sprite.cpp')
-rw-r--r--backends/platform/3ds/sprite.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/backends/platform/3ds/sprite.cpp b/backends/platform/3ds/sprite.cpp
index d779fa40ff..0d5780ef12 100644
--- a/backends/platform/3ds/sprite.cpp
+++ b/backends/platform/3ds/sprite.cpp
@@ -69,7 +69,7 @@ void Sprite::create(uint16 width, uint16 height, const Graphics::PixelFormat &f)
if (width && height) {
pixels = linearAlloc(h * pitch);
C3D_TexInit(&texture, w, h, GPU_RGBA8);
- C3D_TexSetFilter(&texture, GPU_LINEAR, GPU_NEAREST);
+ C3D_TexSetFilter(&texture, GPU_LINEAR, GPU_LINEAR);
assert(pixels && texture.data);
clear();
}