in>>str;
if(str=="NEAREST")
- tf=NEAREST;
+ tf = NEAREST;
else if(str=="LINEAR")
- tf=LINEAR;
+ tf = LINEAR;
else if(str=="NEAREST_MIPMAP_NEAREST")
- tf=NEAREST_MIPMAP_NEAREST;
+ tf = NEAREST_MIPMAP_NEAREST;
else if(str=="NEAREST_MIPMAP_LINEAR")
- tf=NEAREST_MIPMAP_LINEAR;
+ tf = NEAREST_MIPMAP_LINEAR;
else if(str=="LINEAR_MIPMAP_NEAREST")
- tf=LINEAR_MIPMAP_NEAREST;
+ tf = LINEAR_MIPMAP_NEAREST;
else if(str=="LINEAR_MIPMAP_LINEAR")
- tf=LINEAR_MIPMAP_LINEAR;
+ tf = LINEAR_MIPMAP_LINEAR;
else
in.setstate(ios_base::failbit);
if(!target)
throw InvalidState("Attempt to bind a texture without target");
- const Texture *cur=TexUnit::current().get_texture();
+ const Texture *cur = TexUnit::current().get_texture();
if(cur!=this)
{
if(cur && cur->target!=target)
void Texture::unbind()
{
- const Texture *cur=TexUnit::current().get_texture();
+ const Texture *cur = TexUnit::current().get_texture();
if(!cur)
return;
TexUnit::current().set_texture(0);
}
+void Texture::unbind_from(unsigned i)
+{
+ TexUnit::activate(i);
+ unbind();
+}
+
Texture::Texture():
target(0)
{
Texture::Loader::Loader(Texture &t):
- tex(t)
+ DataFile::ObjectLoader<Texture>(t)
{
add("min_filter", &Loader::min_filter);
add("mag_filter", &Loader::mag_filter);
void Texture::Loader::min_filter(TextureFilter f)
{
- tex.set_min_filter(f);
+ obj.set_min_filter(f);
}
void Texture::Loader::mag_filter(TextureFilter f)
{
- tex.set_mag_filter(f);
+ obj.set_mag_filter(f);
}
void Texture::Loader::generate_mipmap(bool gm)
{
- tex.parameter(GL_GENERATE_MIPMAP_SGIS, gm);
+ obj.parameter(GL_GENERATE_MIPMAP_SGIS, gm);
}
} // namespace GL