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@ -31,9 +31,8 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned text
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state.texture_units[texture_unit].texture_2d = new_texture->texture.handle;
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state.Apply();
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// TODO: Need to choose filters that correspond to PICA once register is declared
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(config.config.mag_filter));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(config.config.min_filter));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(config.config.wrap_s));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(config.config.wrap_t));
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