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Feature/mipmapping (#454)
* Enable mipmapping for textures where it was previously disabled * Fix mipmapping for renderable projections
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@@ -307,7 +307,7 @@ void RenderablePlane::loadTexture() {
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// Textures of planets looks much smoother with AnisotropicMipMap rather than
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// linear
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texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
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texture->setFilter(ghoul::opengl::Texture::FilterMode::LinearMipMap);
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_texture = std::move(texture);
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@@ -394,7 +394,7 @@ void RenderableSphere::loadTexture() {
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// linear
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// TODO: AnisotropicMipMap crashes on ATI cards ---abock
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//texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
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texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
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texture->setFilter(ghoul::opengl::Texture::FilterMode::LinearMipMap);
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_texture = std::move(texture);
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}
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@@ -183,7 +183,7 @@ void ScreenSpaceFramebuffer::createFramebuffer() {
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1
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));
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_texture->uploadTexture();
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_texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
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_texture->setFilter(ghoul::opengl::Texture::FilterMode::LinearMipMap);
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_framebuffer->attachTexture(_texture.get(), GL_COLOR_ATTACHMENT0);
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_framebuffer->deactivate();
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}
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@@ -120,7 +120,7 @@ void ScreenSpaceImageLocal::update() {
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// Textures of planets looks much smoother with AnisotropicMipMap rather than
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// linear
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texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
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texture->setFilter(ghoul::opengl::Texture::FilterMode::LinearMipMap);
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_texture = std::move(texture);
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_textureIsDirty = false;
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@@ -146,7 +146,7 @@ void ScreenSpaceImageOnline::update() {
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// Textures of planets looks much smoother with AnisotropicMipMap rather
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// than linear
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texture->setFilter(ghoul::opengl::Texture::FilterMode::Linear);
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texture->setFilter(ghoul::opengl::Texture::FilterMode::LinearMipMap);
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_texture = std::move(texture);
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_textureIsDirty = false;
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