From 03d77beff9d0e87a362f2517cbb7c64b30d01a08 Mon Sep 17 00:00:00 2001 From: Tleety Date: Wed, 10 Feb 2016 10:46:27 +0100 Subject: [PATCH] MipMapping all textures --- src/Engine/Rendering/DrawBloomPass.cpp | 10 +++++----- src/Engine/Rendering/Texture.cpp | 4 +++- 2 files changed, 8 insertions(+), 6 deletions(-) diff --git a/src/Engine/Rendering/DrawBloomPass.cpp b/src/Engine/Rendering/DrawBloomPass.cpp index 75939b10..71740025 100644 --- a/src/Engine/Rendering/DrawBloomPass.cpp +++ b/src/Engine/Rendering/DrawBloomPass.cpp @@ -98,18 +98,18 @@ void DrawBloomPass::Draw(GLuint texture) ImGui::SliderInt("Iterations", &m_Iterations, 0, 10); if (m_DebugTextureToDraw == 1) - BlurOneMipMapLevel(&texture, m_Iterations, 0); + BlurOneMipMapLevel(&texture, m_Iterations, 1); else if (m_DebugTextureToDraw == 2) - BlurOneMipMapLevel(&texture, m_Iterations, 1); + BlurOneMipMapLevel(&texture, m_Iterations, 2); else if (m_DebugTextureToDraw == 3) - BlurOneMipMapLevel(&texture, m_Iterations, 2); - else if (m_DebugTextureToDraw == 4) BlurOneMipMapLevel(&texture, m_Iterations, 3); + else if (m_DebugTextureToDraw == 4) + BlurOneMipMapLevel(&texture, m_Iterations, 4); else if (m_DebugTextureToDraw == 0) { - BlurOneMipMapLevel(&texture, m_Iterations, 0); BlurOneMipMapLevel(&texture, m_Iterations, 1); BlurOneMipMapLevel(&texture, m_Iterations, 2); BlurOneMipMapLevel(&texture, m_Iterations, 3); + BlurOneMipMapLevel(&texture, m_Iterations, 4); } } diff --git a/src/Engine/Rendering/Texture.cpp b/src/Engine/Rendering/Texture.cpp index 57f3ca36..e1c4182f 100644 --- a/src/Engine/Rendering/Texture.cpp +++ b/src/Engine/Rendering/Texture.cpp @@ -29,10 +29,12 @@ Texture::Texture(std::string path) glGenTextures(1, &m_Texture); glBindTexture(GL_TEXTURE_2D, m_Texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + //glTexStorage2D(GL_TEXTURE_2D, 4, GL_RGBA8, image.Width, image.Height); glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data); + glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); GLERROR("Texture load"); }