Committing patch #25676 Anisotropic filtering in viewport and BGE by me.
authorMitchell Stokes <mogurijin@gmail.com>
Wed, 15 Jun 2011 18:59:22 +0000 (18:59 +0000)
committerMitchell Stokes <mogurijin@gmail.com>
Wed, 15 Jun 2011 18:59:22 +0000 (18:59 +0000)
commita3e296fc4060ab9aac46a8ec2f18696d6776d653
tree30e88b71fe489525c3c6072cd32d0cf0003389af
parent08c155845db4ba8157519f60707fcb156f27fd2b
Committing patch #25676 Anisotropic filtering in viewport and BGE by me.

This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering

One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
release/scripts/startup/bl_ui/space_userpref.py
source/blender/editors/interface/resources.c
source/blender/gpu/GPU_draw.h
source/blender/gpu/intern/gpu_draw.c
source/blender/makesdna/DNA_userdef_types.h
source/blender/makesrna/intern/rna_userdef.c
source/blender/windowmanager/intern/wm_init_exit.c
source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
source/gameengine/Ketsji/BL_Texture.cpp