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author | Thomas Edvalson | 2016-04-11 15:21:58 -0400 |
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committer | Thomas Edvalson | 2016-04-11 15:21:58 -0400 |
commit | a0cc562f1f8cbf51fb92d0f230c2d7fb0274090d (patch) | |
tree | 33f05a93021a377a9608cce881250fbac958c333 /backends/platform/3ds/sprite.cpp | |
parent | f5d73cac8a2d21962ed34b18de5aee36c2bce9ad (diff) | |
download | scummvm-rg350-a0cc562f1f8cbf51fb92d0f230c2d7fb0274090d.tar.gz scummvm-rg350-a0cc562f1f8cbf51fb92d0f230c2d7fb0274090d.tar.bz2 scummvm-rg350-a0cc562f1f8cbf51fb92d0f230c2d7fb0274090d.zip |
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.cpp | 2 |
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(); } |