Disable mipmap filtering on the paletted texture sample
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@ -114,8 +114,8 @@ void LoadGLTextures() {
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glGenTextures(1, &texture[0]);
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); // scale linearly when image smalled than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); // scale linearly when image smalled than texture
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glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, image1->palette_width, GL_RGBA, GL_UNSIGNED_BYTE, image1->palette);
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glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, image1->palette_width, GL_RGBA, GL_UNSIGNED_BYTE, image1->palette);
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