GL: Set max mip level to save memory.

This commit is contained in:
bkaradzic 2013-04-17 20:33:44 -07:00
parent 11af47f97e
commit c8c7139fc1

View file

@ -1205,6 +1205,7 @@ namespace bgfx
BX_CHECK(0 != m_id, "Failed to generate texture id."); BX_CHECK(0 != m_id, "Failed to generate texture id.");
GL_CHECK(glBindTexture(_target, m_id) ); GL_CHECK(glBindTexture(_target, m_id) );
GL_CHECK(glTexParameteri(_target, GL_TEXTURE_MAX_LEVEL, _numMips-1) );
GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) ); GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) ); GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
@ -1511,6 +1512,7 @@ namespace bgfx
BX_CHECK(0 != m_id, "Failed to generate texture id."); BX_CHECK(0 != m_id, "Failed to generate texture id.");
GL_CHECK(glBindTexture(m_target, m_id) ); GL_CHECK(glBindTexture(m_target, m_id) );
GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, _min) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, _min) );
GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, _mag) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, _mag) );
GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
@ -1537,6 +1539,7 @@ namespace bgfx
GL_CHECK(glGenTextures(1, &m_id) ); GL_CHECK(glGenTextures(1, &m_id) );
BX_CHECK(0 != m_id, "Failed to generate texture id."); BX_CHECK(0 != m_id, "Failed to generate texture id.");
GL_CHECK(glBindTexture(m_target, m_id) ); GL_CHECK(glBindTexture(m_target, m_id) );
GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
// GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) ); // GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
// GL_CHECK(glTexParameteri(m_target, GL_DEPTH_TEXTURE_MODE, GL_NONE) ); // GL_CHECK(glTexParameteri(m_target, GL_DEPTH_TEXTURE_MODE, GL_NONE) );
GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );