/// Extend the texels at the edge of the texture to infinity
CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
/// Extend the texels at the edge of the texture to infinity
CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
/// Tile the texture, with every other repetition mirrored
MIRRORED_REPEAT = GL_MIRRORED_REPEAT
};
/// Tile the texture, with every other repetition mirrored
MIRRORED_REPEAT = GL_MIRRORED_REPEAT
};
void filter(TextureFilter);
void mag_filter(TextureFilter);
void max_anisotropy(float);
void filter(TextureFilter);
void mag_filter(TextureFilter);
void max_anisotropy(float);
void update_parameter(int) const;
void set_parameter_i(unsigned, int) const;
void set_parameter_f(unsigned, float) const;
void update_parameter(int) const;
void set_parameter_i(unsigned, int) const;
void set_parameter_f(unsigned, float) const;