ifmt(RGB),
min_filter(NEAREST_MIPMAP_LINEAR),
mag_filter(LINEAR),
+ mipmap_levels(0),
max_anisotropy(1.0f),
wrap_s(REPEAT),
wrap_t(REPEAT),
glTexParameteriv(target, GL_TEXTURE_SWIZZLE_RGBA, swizzle_orders+swizzle*4);
}
}
+ if(mask&MIPMAP_LEVELS)
+ set_parameter_i(GL_TEXTURE_MAX_LEVEL, (mipmap_levels ? mipmap_levels-1 : 1000));
}
void Texture::set_parameter_i(GLenum param, int value) const
set_mag_filter(f==NEAREST ? NEAREST : LINEAR);
}
+void Texture::set_mipmap_levels(unsigned l)
+{
+ mipmap_levels = l;
+ update_parameter(MIPMAP_LEVELS);
+}
+
void Texture::set_max_anisotropy(float a)
{
if(a<1.0f)
add("mag_filter", &Loader::mag_filter);
add("max_anisotropy", &Loader::max_anisotropy);
add("min_filter", &Loader::min_filter);
+ add("mipmap_levels", &Loader::mipmap_levels);
add("wrap", &Loader::wrap);
add("wrap_r", &Loader::wrap_r);
add("wrap_s", &Loader::wrap_s);
obj.set_min_filter(f);
}
+void Texture::Loader::mipmap_levels(unsigned l)
+{
+ obj.set_mipmap_levels(l);
+}
+
void Texture::Loader::wrap(TextureWrap w)
{
obj.set_wrap(w);