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- undid some leftover texture state checks from the first attempt to handle this without sampler objects.
This code was written under the assumption that the glGenerateMipmap function does not exist. But all supported hardware has this function through the GL_EXT_framebuffer_object extension.
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1 changed files with 1 additions and 2 deletions
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@ -300,7 +300,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
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translation = GLTranslationPalette::GetInternalTranslation(translation);
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}
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bool needmipmap = (clampmode <= CLAMP_XY) || !(gl.flags & RFL_SAMPLER_OBJECTS);
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bool needmipmap = (clampmode <= CLAMP_XY);
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FHardwareTexture *hwtex = CreateHwTexture();
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@ -345,7 +345,6 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
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}
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delete[] buffer;
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}
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if (!needmipmap) clampmode = CLAMP_XY_NOMIP;
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if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
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if (lastSampler != clampmode || lastTranslation != translation)
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lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
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