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- fixed: Toggling palette emulation should reset the texture filter in the samplers.
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16a4d49268
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e95fea1056
3 changed files with 2 additions and 6 deletions
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@ -35,6 +35,7 @@ bool hw_int_useindexedcolortextures;
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CUSTOM_CVARD(Bool, hw_useindexedcolortextures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable indexed color texture rendering")
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{
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hw_int_useindexedcolortextures = self;
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if (screen) screen->SetTextureFilterMode();
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}
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@ -125,7 +125,7 @@ void FSamplerManager::SetTextureFilterMode()
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{
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glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[filter].minfilter);
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glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
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glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, filter > 0? gl_texture_filter_anisotropic : 1.0);
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}
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glSamplerParameteri(mSamplers[CLAMP_XY_NOMIP], GL_TEXTURE_MIN_FILTER, TexFilter[filter].magfilter);
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glSamplerParameteri(mSamplers[CLAMP_XY_NOMIP], GL_TEXTURE_MAG_FILTER, TexFilter[filter].magfilter);
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@ -70,11 +70,6 @@ bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int sa
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if (!PickTexture(picnum, tex, paletteid, texpick)) return false;
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int TextureType = (texpick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR;
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if (TextureType == TT_INDEXED)
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{
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sampler = sampler + CLAMP_NOFILTER - CLAMP_NONE;
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}
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// This is intentionally the same value for both parameters. The shader does not use the same uniform for modulation and overlay colors.
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SetTinting(texpick.tintFlags, texpick.tintColor, texpick.tintColor);
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