disable mipmaping in Texture
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2a5fddabd8
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@ -4,6 +4,7 @@ import (
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"runtime"
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/go-gl/mathgl/mgl32"
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)
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// Texture is an OpenGL texture.
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@ -47,19 +48,19 @@ func NewTexture(width, height int, smooth bool, pixels []uint8) *Texture {
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gl.Ptr(pixels),
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)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT)
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borderColor := mgl32.Vec4{0, 0, 0, 0}
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gl.TexParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, &borderColor[0])
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
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if smooth {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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} else {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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}
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gl.GenerateMipmap(gl.TEXTURE_2D)
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runtime.SetFinalizer(tex, (*Texture).delete)
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return tex
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