set tex min/mag filter always

SVN revision: 43044
This commit is contained in:
Carsten Haitzler 2009-10-13 00:37:16 +00:00
parent 8da2320695
commit e31d7799ee
2 changed files with 10 additions and 0 deletions

View File

@ -514,6 +514,8 @@ shader_array_flush(Evas_GL_Context *gc)
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
else
{
@ -522,6 +524,10 @@ shader_array_flush(Evas_GL_Context *gc)
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
}

View File

@ -67,6 +67,10 @@ _pool_tex_new(Evas_GL_Context *gc, int w, int h, GLuint format)
pt->references = 0;
glGenTextures(1, &(pt->texture));
glBindTexture(GL_TEXTURE_2D, pt->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
format, GL_UNSIGNED_BYTE/* fixme - pass this in */, NULL);
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);