Made atlas textures use mipmaps again (#4187)

A previous commit changed the atlas textures to use nearest filtering,
making the game look significantly jaggier. This commit makes them use
mipmap filtering again.

Using mipmaps with atlas textures can cause the edges of the images to
bleed into each other, an effect that was indeed present before the
filtering was changed to nearest. This commit adds some additional
padding and sets the padding to duplicate the edges of images to
mitigate this effect. Note that altough this makes some of the atlas
images look very strange, the in-game result is improved.
This commit is contained in:
Arthur van der Staaij
2021-06-18 08:25:11 +02:00
committed by GitHub
parent fc7e07aa7f
commit d7865f4a81
11 changed files with 853 additions and 847 deletions

View File

@ -6,42 +6,42 @@ filter: Linear, Linear
repeat: none
checkbox
rotate: false
xy: 140, 26
xy: 160, 23
size: 31, 31
orig: 31, 31
offset: 0, 0
index: -1
checkbox-pressed
rotate: false
xy: 173, 26
xy: 199, 23
size: 31, 31
orig: 31, 31
offset: 0, 0
index: -1
rectangleWithOutline
rotate: false
xy: 2, 2
xy: 64, 13
size: 3, 3
orig: 3, 3
offset: 0, 0
index: -1
roundedEdgeRectangle
rotate: false
xy: 2, 7
xy: 4, 4
size: 52, 50
orig: 52, 50
offset: 0, 0
index: -1
select-box
rotate: false
xy: 56, 27
xy: 64, 24
size: 40, 30
orig: 40, 30
offset: 0, 0
index: -1
select-box-pressed
rotate: false
xy: 98, 27
xy: 112, 24
size: 40, 30
orig: 40, 30
offset: 0, 0