Use mipmaps for texture scaling

This commit is contained in:
Jason Francis 2019-08-23 17:30:46 -04:00
parent b2c8f77be6
commit 2a896eae5f

View File

@ -239,7 +239,8 @@ void wd_gl_render(struct wd_gl_data *res, struct wd_render_data *info,
res->textures + res->texture_count);
for (int i = res->texture_count; i < head_count; i++) {
glBindTexture(GL_TEXTURE_2D, res->textures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@ -304,6 +305,7 @@ void wd_gl_render(struct wd_gl_data *res, struct wd_render_data *info,
head->tex_width, head->tex_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, head->pixels);
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
glGenerateMipmap(GL_TEXTURE_2D);
}
glUniformMatrix4fv(res->texture_color_transform_uniform, 1, GL_FALSE,
head->swap_rgb ? TRANSFORM_RGB : TRANSFORM_BGR);