Shaders: Use GL_X_MIPMAP_X with mipmap_input.

This commit is contained in:
Brandon Wright 2019-04-03 18:32:17 -05:00
parent 5f8d4bd26e
commit b6fcbe0f46

View File

@ -824,6 +824,14 @@ void GLSLShader::render(GLuint &orig,
filter = GL_NEAREST;
}
if (pass[i].mipmap_input)
{
if (filter == GL_LINEAR)
filter = GL_LINEAR_MIPMAP_LINEAR;
else
filter = GL_NEAREST_MIPMAP_NEAREST;
}
glBindTexture(GL_TEXTURE_2D, pass[i - 1].texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) pass[i - 1].width);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);