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Use G_TF_POINT on 3D billboard numbers (#791)
This matches the HUD filtering and just looks better IMO.
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@@ -2474,6 +2474,7 @@ static const Vtx vertex_billboard_num[] = {
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// 0x0200EFF0 - 0x0200F038
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const Gfx dl_billboard_num_begin[] = {
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gsDPPipeSync(),
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gsDPSetTextureFilter(G_TF_POINT),
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gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
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gsSPClearGeometryMode(G_LIGHTING),
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gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, (G_TX_WRAP | G_TX_NOMIRROR), G_TX_NOMASK, G_TX_NOLOD, (G_TX_WRAP | G_TX_NOMIRROR), G_TX_NOMASK, G_TX_NOLOD),
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@@ -2490,6 +2491,7 @@ const Gfx dl_billboard_num_end[] = {
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSPTexture(0x8000, 0x8000, 0, G_TX_RENDERTILE, G_OFF),
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gsDPPipeSync(),
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gsDPSetTextureFilter(G_TF_BILERP),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsSPSetGeometryMode(G_LIGHTING),
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gsSPEndDisplayList(),
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