void TextureNodeRGBA::setMipmapFiltering(const QSGTexture::Filtering filtering_) { auto mat = static_cast<QSGOpaqueTextureMaterial*>(material()); auto opaqueMat = static_cast<QSGOpaqueTextureMaterial*>(opaqueMaterial()); mat->setMipmapFiltering(filtering_); opaqueMat->setMipmapFiltering(filtering_); }
TextureNodeRGBA::TextureNodeRGBA(QQuickWindow& window, const bool dynamic) : _window(window) , _dynamicTexture(dynamic) , _texture(window.createTextureFromId(0, QSize(1, 1))) { if (_texture) // needed for null texture in unit tests without a scene graph setTexture(_texture.get()); setFiltering(QSGTexture::Linear); setMipmapFiltering(QSGTexture::Linear); }
TextureNode::TextureNode( const QSize& size, QQuickWindow* window, TextureFormat ) : _window( window ) , _frontTexture( window->createTextureFromId( 0 , QSize( 1 ,1 ))) , _backTexture( _createTexture( size )) { setTexture( _frontTexture.get( )); setFiltering( QSGTexture::Linear ); setMipmapFiltering( QSGTexture::Linear ); }