feat(rendering): added linear filtering and mipmapping to parts

This commit is contained in:
WindClan 2025-07-08 00:49:13 -04:00 committed by m-doescode
parent 1071efb137
commit 4274a4a68f
2 changed files with 6 additions and 4 deletions

View file

@ -16,8 +16,9 @@ Texture::Texture(const char* texturePath, unsigned int format, bool noMipMaps) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Interpolation
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (!noMipMaps) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
if (noMipMaps) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// stbi_set_flip_vertically_on_load(true);
int width, height, nrChannels;

View file

@ -17,8 +17,8 @@ Texture3D::Texture3D(const char* texturePath, unsigned int tileWidth, unsigned i
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_REPEAT);
// Interpolation
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// stbi_set_flip_vertically_on_load(true);
int width, height, nrChannels;
@ -32,6 +32,7 @@ Texture3D::Texture3D(const char* texturePath, unsigned int tileWidth, unsigned i
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, format, tileWidth, tileHeight, /* no of layers= */ tileCount, 0, format,
GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
stbi_image_free(data);
}