Linear filtering is a much more appropriate fallback for more advanced filtering types.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=41929 Signed-off-by: Józef Kucia jkucia@codeweavers.com --- dlls/wined3d/surface.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 85f94899cd60..3441f018f417 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -169,16 +169,16 @@ static void texture2d_blt_fbo(const struct wined3d_device *device, struct wined3
switch (filter) { - case WINED3D_TEXF_LINEAR: - gl_filter = GL_LINEAR; + case WINED3D_TEXF_NONE: + case WINED3D_TEXF_POINT: + gl_filter = GL_NEAREST; break;
default: FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter); /* fall through */ - case WINED3D_TEXF_NONE: - case WINED3D_TEXF_POINT: - gl_filter = GL_NEAREST; + case WINED3D_TEXF_LINEAR: + gl_filter = GL_LINEAR; break; }