Yes
parent
d0c36ac2c9
commit
97ad24f0c4
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@ -73,6 +73,7 @@ public class MasterRenderer {
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public void prepare() {
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GL13.glActiveTexture(GL13.GL_TEXTURE5);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, shadowMapRenderer.getShadowMap());
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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}
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public void renderScene(List<RenderObject> entities, List<RenderObject> normalEntities, List<Terrain> terrains, List<Light> lights, Camera camera, Vector4f clipPlane) {
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@ -163,6 +163,7 @@ public class Loader {
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GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, -1f);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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if(Window.glContext.GL_EXT_texture_filter_anisotropic) {//TODO: add option to use or disable
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float amount = Math.min(4f, GL11.glGetFloat(EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT));
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, amount);
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@ -179,9 +180,8 @@ public class Loader {
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, 10240, 9729.0f);
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GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, texture.getWidth(), texture.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, texture.getImage());
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
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GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, -1f);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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if(Window.glContext.GL_EXT_texture_filter_anisotropic) {//TODO: add option to use or disable
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float amount = Math.min(4f, GL11.glGetFloat(EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT));
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, amount);
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