#include "resourcemanager.h"
#include "resources.h"
#include "technique.h"
+#include "texture1d.h"
#include "texture2d.h"
+#include "texture2darray.h"
#include "texturecube.h"
using namespace std;
add_type<Pose>().keyword("pose");
add_type<Program>().keyword("shader");
add_type<Technique>().suffix(".tech").keyword("technique");
+ add_type<Texture1D>().base<Texture>().suffix(".tex1d").keyword("texture1d");
add_type<Texture2D>().base<Texture>().suffix(".tex2d").suffix(".png").suffix(".jpg").keyword("texture2d").creator(&Resources::create_texture2d);
+ add_type<Texture3D>().base<Texture>().suffix(".tex3d").keyword("texture3d");
add_type<TextureCube>().base<Texture>().suffix(".texcb").keyword("texture_cube");
+ add_type<Texture2DArray>().base<Texture>().suffix(".tex2da").keyword("texture2d_array");
}
void Resources::set_default_texture_filter(TextureFilter tf)
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);