Loading libs/rs/rsSampler.cpp +9 −14 Original line number Diff line number Diff line Loading @@ -53,25 +53,20 @@ Sampler::~Sampler() void Sampler::setupGL() { GLenum translate[] = { GLenum trans[] = { GL_NEAREST, //RS_SAMPLER_NEAREST, GL_LINEAR, //RS_SAMPLER_LINEAR, GL_LINEAR_MIP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, GL_WRAP, //RS_SAMPLER_WRAP, GL_CLAMP_TO_EDGS, //RS_SAMPLER_CLAMP } GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, GL_REPEAT, //RS_SAMPLER_WRAP, GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP }; //LOGE("setup gl"); switch(mMagFilter) { case RS_SAMPLER_ } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, trans[mMinFilter]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, trans[mMagFilter]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, trans[mWrapS]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, trans[mWrapT]); } Loading Loading
libs/rs/rsSampler.cpp +9 −14 Original line number Diff line number Diff line Loading @@ -53,25 +53,20 @@ Sampler::~Sampler() void Sampler::setupGL() { GLenum translate[] = { GLenum trans[] = { GL_NEAREST, //RS_SAMPLER_NEAREST, GL_LINEAR, //RS_SAMPLER_LINEAR, GL_LINEAR_MIP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, GL_WRAP, //RS_SAMPLER_WRAP, GL_CLAMP_TO_EDGS, //RS_SAMPLER_CLAMP } GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, GL_REPEAT, //RS_SAMPLER_WRAP, GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP }; //LOGE("setup gl"); switch(mMagFilter) { case RS_SAMPLER_ } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, trans[mMinFilter]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, trans[mMagFilter]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, trans[mWrapS]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, trans[mWrapT]); } Loading