/** Generate texture and set filtering parameters. * * @param gl OpenGL functions wrapper * @param target Texture target * @param internalFormat Texture internal format */ void TextureFilterAnisotropicDrawingTestCase::generateTexture(const glw::Functions& gl, GLenum target) { gl.genTextures(1, &m_texture); GLU_EXPECT_NO_ERROR(gl.getError(), "glGenTextures"); gl.bindTexture(target, m_texture); GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture"); gl.texParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); GLU_EXPECT_NO_ERROR(gl.getError(), "glTexParameteri"); gl.texParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); GLU_EXPECT_NO_ERROR(gl.getError(), "glTexParameteri"); gl.texParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); GLU_EXPECT_NO_ERROR(gl.getError(), "glTexParameteri"); gl.texParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLU_EXPECT_NO_ERROR(gl.getError(), "glTexParameteri"); gl.texParameteri(target, GL_TEXTURE_MAX_LEVEL, 1); GLU_EXPECT_NO_ERROR(gl.getError(), "glTexParameteri"); }