diff --git a/gb_gl.h b/gb_gl.h index 358ea41..3c437e7 100644 --- a/gb_gl.h +++ b/gb_gl.h @@ -696,6 +696,7 @@ typedef struct gbglBasicState { u32 vao, vbo, ebo; u32 nearest_sampler; u32 linear_sampler; + u32 mipmap_sampler; gbglShader ortho_tex_shader; gbglShader ortho_col_shader; @@ -1299,8 +1300,9 @@ b32 gbgl_load_texture2d_from_memory(gbglTexture *tex, void const *data, i32 widt gbglTextureFormat[channel_count-1], GL_UNSIGNED_BYTE, data); - glBindTexture(GL_TEXTURE_2D, 0); glGenerateMipmap(GL_TEXTURE_2D); + + glBindTexture(GL_TEXTURE_2D, 0); glFinish(); @@ -1909,6 +1911,7 @@ void gbgl_bs_init(gbglBasicState *bs, i32 window_width, i32 window_height) { bs->nearest_sampler = gbgl_make_sampler(GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); bs->linear_sampler = gbgl_make_sampler(GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); + bs->mipmap_sampler = gbgl_make_sampler(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT); gbgl_load_shader_from_memory_vf(&bs->ortho_tex_shader, "#version 410 core\n" @@ -2063,7 +2066,7 @@ void gbgl_bs_draw_textured_rect(gbglBasicState *bs, gbglTexture *tex, f32 x, f32 gbgl_use_shader(&bs->ortho_tex_shader); gbgl_set_uniform_mat4(&bs->ortho_tex_shader, "u_ortho_mat", bs->ortho_mat); - gbgl_bind_texture2d(tex, 0, bs->nearest_sampler); + gbgl_bind_texture2d(tex, 0, bs->mipmap_sampler); gbgl_vbo_copy(bs->vbo, bs->vertices, 4*gb_size_of(bs->vertices[0]), 0);