diff --git a/gfx/context/ps3_ctx.c b/gfx/context/ps3_ctx.c index 64da0e0a21..d5ac62cdb2 100644 --- a/gfx/context/ps3_ctx.c +++ b/gfx/context/ps3_ctx.c @@ -478,21 +478,23 @@ static void gfx_ctx_set_filtering(unsigned index, bool set_smooth) if (!gl) return; + GLuint filter = set_smooth ? GL_LINEAR : GL_NEAREST; if (index == 1) { + gl->tex_filter = filter; // Apply to all PREV textures. for (unsigned i = 0; i < TEXTURES; i++) { glBindTexture(GL_TEXTURE_2D, gl->texture[i]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); } } else if (index >= 2 && gl->fbo_inited) { glBindTexture(GL_TEXTURE_2D, gl->fbo_texture[index - 2]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, set_smooth ? GL_LINEAR : GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); } glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);