RefPtr<GL::Texture2D> tex = new GL::Texture2D(resource_manager);
- if(default_tex_filter==NEAREST_MIPMAP_NEAREST || default_tex_filter==NEAREST_MIPMAP_LINEAR ||
- default_tex_filter==LINEAR_MIPMAP_NEAREST || default_tex_filter==LINEAR_MIPMAP_LINEAR)
+ if(is_mipmapped(default_tex_filter))
{
tex->set_generate_mipmap(true);
tex->set_mag_filter(LINEAR);