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authorEric Anholt <eric@anholt.net>2009-07-31 13:12:50 -0700
committerEric Anholt <eric@anholt.net>2009-07-31 13:12:50 -0700
commitd6cb33a394afd9e2afc34310394ad82a11b38158 (patch)
tree1de78b9714ef0296ff7bb2afdba58ca565c56a53
parentee5cdc64d2edf60aa5509e51e1bf98c2969b520a (diff)
Use linear filtering for less-ugly shadows.
-rw-r--r--shadow_map.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/shadow_map.c b/shadow_map.c
index 79e3fd4..755b3a8 100644
--- a/shadow_map.c
+++ b/shadow_map.c
@@ -122,9 +122,9 @@ generate_rings_shadowmap(void)
glGenTextures(1, &shadow_tex);
glBindTexture(GL_TEXTURE_2D, shadow_tex);
glTexParameteri(GL_TEXTURE_2D,
- GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,
- GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,