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- fixed binding issues in OpenGL when resetting the samplers due to a texture filter change.
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1 changed files with 14 additions and 1 deletions
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@ -109,7 +109,16 @@ uint8_t FSamplerManager::Bind(int texunit, int num, int lastval)
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void FSamplerManager::SetTextureFilterMode()
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{
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UnbindAll();
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GLint bounds[IHardwareTexture::MAX_TEXTURES];
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// Unbind all
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for(int i = IHardwareTexture::MAX_TEXTURES-1; i >= 0; i--)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_SAMPLER_BINDING, &bounds[i]);
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glBindSampler(i, 0);
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}
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int filter = sysCallbacks && sysCallbacks->DisableTextureFilter && sysCallbacks->DisableTextureFilter() ? 0 : gl_texture_filter;
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for (int i = 0; i < 4; i++)
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@ -122,6 +131,10 @@ void FSamplerManager::SetTextureFilterMode()
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glSamplerParameteri(mSamplers[CLAMP_XY_NOMIP], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[CLAMP_CAMTEX], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[CLAMP_CAMTEX], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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for(int i = 0; i < IHardwareTexture::MAX_TEXTURES; i++)
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{
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glBindSampler(i, bounds[i]);
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}
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}
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