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Use mipmaps and trilinear filtering for models. Closes #2180.
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1357aee01e
1 changed files with 6 additions and 3 deletions
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@ -113,7 +113,8 @@ GLuint TextureCache::getFileTextureID(const QString& filename) {
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 1,
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GL_BGRA, GL_UNSIGNED_BYTE, image.constBits());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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_fileTextureIDs.insert(filename, id);
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@ -335,7 +336,8 @@ void NetworkTexture::setImage(const QImage& image, const glm::vec4& averageColor
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glBindTexture(GL_TEXTURE_2D, getID());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 1,
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GL_BGRA, GL_UNSIGNED_BYTE, image.constBits());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -388,7 +390,8 @@ QSharedPointer<Texture> DilatableNetworkTexture::getDilatedTexture(float dilatio
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glBindTexture(GL_TEXTURE_2D, texture->getID());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dilatedImage.width(), dilatedImage.height(), 1,
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GL_BGRA, GL_UNSIGNED_BYTE, dilatedImage.constBits());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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