Use anisotropic for the string cache texture.

This commit is contained in:
Leonardo Zide
2018-09-29 19:45:21 -07:00
parent 8697d57e00
commit bcd6ce8791
10 changed files with 50 additions and 43 deletions
+13 -4
View File
@@ -187,12 +187,21 @@ bool lcTexture::Load(lcMemFile& File, int Flags)
return Load(Flags);
}
void lcTexture::Upload()
void lcTexture::SetImage(Image* Image, int Flags)
{
mImages.clear();
mImages.emplace_back(std::move(*Image));
Load(Flags);
}
void lcTexture::Upload(lcContext* Context)
{
mWidth = mImages[0].mWidth;
mHeight = mImages[0].mHeight;
glGenTextures(1, &mTexture);
if (!mTexture)
glGenTextures(1, &mTexture);
int Filters[2][5] =
{
@@ -204,7 +213,7 @@ void lcTexture::Upload()
int FilterIndex = FilterFlags >> LC_TEXTURE_FILTER_SHIFT;
int MipIndex = mFlags & LC_TEXTURE_MIPMAPS ? 0 : 1;
glBindTexture(GL_TEXTURE_2D, mTexture);
Context->BindTexture2D(mTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (mFlags & LC_TEXTURE_WRAPU) ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (mFlags & LC_TEXTURE_WRAPV) ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filters[MipIndex][FilterIndex]);
@@ -269,7 +278,7 @@ void lcTexture::Upload()
}
}
glBindTexture(GL_TEXTURE_2D, 0);
Context->UnbindTexture2D(mTexture);
}
bool lcTexture::Load(int Flags)