Example #1
0
void Texture::setFilter(GLenum target) {
	const TXI::Features &features = getTXI().getFeatures();

	if (features.filter) {
		glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	} else {
		glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	}
}
Example #2
0
void Texture::doRebuild() {
	if (!_image)
		// No image
		return;

	// Generate the texture ID
	if (_textureID == 0)
		glGenTextures(1, &_textureID);

	// Bind the texture
	glBindTexture(GL_TEXTURE_2D, _textureID);

	// Texture wrapping
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	// Filter?
	const TXI::Features &features = getTXI().getFeatures();
	if (features.filter) {
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	} else {
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	}

	if (_image->getMipMapCount() == 1) {
		// Texture doesn't specify any mip maps, generate our own

		glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 9);
	} else {
		// Texture does specify mip maps, use these

		glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, _image->getMipMapCount() - 1);
	}

	// Texture image data
	if (_image->isCompressed()) {
		// Compressed texture data

		for (uint32 i = 0; i < _image->getMipMapCount(); i++) {
			const ImageDecoder::MipMap &mipMap = _image->getMipMap(i);

			glCompressedTexImage2D(GL_TEXTURE_2D, i, _image->getFormatRaw(),
			                       mipMap.width, mipMap.height, 0,
			                       mipMap.size, mipMap.data);
		}

	} else {
		// Uncompressed texture data

		for (uint32 i = 0; i < _image->getMipMapCount(); i++) {
			const ImageDecoder::MipMap &mipMap = _image->getMipMap(i);

			glTexImage2D(GL_TEXTURE_2D, i, _image->getFormatRaw(),
			             mipMap.width, mipMap.height, 0, _image->getFormat(),
			             _image->getDataType(), mipMap.data);
		}

	}

}