Use G_TF_POINT on 3D billboard numbers (#791)

This matches the HUD filtering and just looks better IMO.
This commit is contained in:
bicyclesoda
2024-04-30 23:19:20 -04:00
committed by GitHub
parent aedae64e8b
commit 4d260f6885

View File

@@ -2474,6 +2474,7 @@ static const Vtx vertex_billboard_num[] = {
// 0x0200EFF0 - 0x0200F038
const Gfx dl_billboard_num_begin[] = {
gsDPPipeSync(),
gsDPSetTextureFilter(G_TF_POINT),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPClearGeometryMode(G_LIGHTING),
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),
@@ -2490,6 +2491,7 @@ const Gfx dl_billboard_num_end[] = {
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0x8000, 0x8000, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING),
gsSPEndDisplayList(),