Disables redundant mipmap generation for postprocessing.
Tested By: Stan Differential Revision: https://code.wildfiregames.com/D4417 This was SVN commit r26174.
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@ -223,14 +223,6 @@ void CPostprocManager::ApplyBlurDownscale2x(
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tech->BeginPass();
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CShaderProgramPtr shader = tech->GetShader();
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// Cheat by creating high quality mipmaps for inTex, so the copying operation actually
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// produces good scaling due to hardware filtering.
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glBindTexture(GL_TEXTURE_2D, inTex->GetHandle());
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glGenerateMipmapEXT(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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shader->BindTexture(str_renderedTex, inTex);
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const SViewPort oldVp = g_Renderer.GetViewport();
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