Merge pull request #24 from ZenToad/master

Moving mipmap generation before unbinding the texture.
This commit is contained in:
gingerBill 2017-04-01 09:39:40 +01:00 committed by GitHub
commit 991ebc72d0
1 changed files with 5 additions and 2 deletions

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@ -696,6 +696,7 @@ typedef struct gbglBasicState {
u32 vao, vbo, ebo; u32 vao, vbo, ebo;
u32 nearest_sampler; u32 nearest_sampler;
u32 linear_sampler; u32 linear_sampler;
u32 mipmap_sampler;
gbglShader ortho_tex_shader; gbglShader ortho_tex_shader;
gbglShader ortho_col_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], gbglTextureFormat[channel_count-1],
GL_UNSIGNED_BYTE, data); GL_UNSIGNED_BYTE, data);
glBindTexture(GL_TEXTURE_2D, 0);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glFinish(); 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->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->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, gbgl_load_shader_from_memory_vf(&bs->ortho_tex_shader,
"#version 410 core\n" "#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_use_shader(&bs->ortho_tex_shader);
gbgl_set_uniform_mat4(&bs->ortho_tex_shader, "u_ortho_mat", bs->ortho_mat); 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); gbgl_vbo_copy(bs->vbo, bs->vertices, 4*gb_size_of(bs->vertices[0]), 0);