add prefs: ForceMipMaps, AnisotropicFiltering
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@@ -201,10 +201,10 @@ public:
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// after pressed.
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float m_fPadStickSeconds;
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// For 8:3 displays (640x240 arcade monitors), every odd line of texels
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// doesn't get drawn. This makes text look really ugly. So, squash all
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// textures to half height to match the aspect ratio of the display.
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bool m_bHalveTextureHeight;
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// Useful for non 4:3 displays and resolutions < 640x480 where texels don't
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// map directly to pixels.
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bool m_bForceMipMaps;
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bool m_bAnisotropicFiltering; // has no effect without mipmaps on
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// If true, then signatures created when writing profile data
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// and verified when reading profile data. Leave this false if
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