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Application of anisotropy to textures moved into GLTexture methods
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parent
886da08f89
commit
8012499206
3 changed files with 19 additions and 6 deletions
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@ -58,7 +58,7 @@ bool GLTexture::load_from_file(const std::string& filename, bool use_mipmaps)
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}
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#if ENABLE_COMPRESSED_TEXTURES
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bool GLTexture::load_from_svg_file(const std::string& filename, bool use_mipmaps, bool compress, unsigned int max_size_px)
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bool GLTexture::load_from_svg_file(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px)
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#else
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bool GLTexture::load_from_svg_file(const std::string& filename, bool use_mipmaps, unsigned int max_size_px)
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#endif // ENABLE_COMPRESSED_TEXTURES
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@ -70,7 +70,7 @@ bool GLTexture::load_from_svg_file(const std::string& filename, bool use_mipmaps
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if (boost::algorithm::iends_with(filename, ".svg"))
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#if ENABLE_COMPRESSED_TEXTURES
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return load_from_svg(filename, use_mipmaps, compress, max_size_px);
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return load_from_svg(filename, use_mipmaps, compress, apply_anisotropy, max_size_px);
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#else
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return load_from_svg(filename, use_mipmaps, max_size_px);
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#endif // ENABLE_COMPRESSED_TEXTURES
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@ -411,7 +411,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps)
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}
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#if ENABLE_COMPRESSED_TEXTURES
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bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, unsigned int max_size_px)
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bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px)
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#else
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bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, unsigned int max_size_px)
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#endif // ENABLE_COMPRESSED_TEXTURES
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@ -455,6 +455,13 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, uns
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glsafe(::glGenTextures(1, &m_id));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
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#if ENABLE_COMPRESSED_TEXTURES
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if (apply_anisotropy)
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{
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GLfloat max_anisotropy = GLCanvas3DManager::get_gl_info().get_max_anisotropy();
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if (max_anisotropy > 1.0f)
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glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
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}
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if (compress && GLEW_EXT_texture_compression_s3tc)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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