if(orig == NULL)
return orig;
s32 scaleto = g_settings->getS32("texture_min_size");
- if (scaleto > 0) {
+ if (scaleto > 1) {
+ const core::dimension2d<u32> dim = orig->getDimension();
+
+ // Don't upscale 1px images. They don't benefit from it anyway
+ // (wouldn't have been blurred) and MIGHT be sun/moon tonemaps.
+ if ((dim.Width <= 1) || (dim.Height <= 1))
+ return orig;
/* Calculate scaling needed to make the shortest texture dimension
* equal to the target minimum. If e.g. this is a vertical frames
* animation, the short dimension will be the real size.
*/
- const core::dimension2d<u32> dim = orig->getDimension();
u32 xscale = scaleto / dim.Width;
u32 yscale = scaleto / dim.Height;
u32 scale = (xscale > yscale) ? xscale : yscale;