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Implement LODBias in GL3 driver
(currently unused)
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@@ -120,10 +120,10 @@ void COpenGLES2Driver::initFeatures()
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}
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const bool MRTSupported = Version.Major >= 3 || queryExtension("GL_EXT_draw_buffers");
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LODBiasSupported = queryExtension("GL_EXT_texture_lod_bias");
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AnisotropicFilterSupported = queryExtension("GL_EXT_texture_filter_anisotropic");
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BlendMinMaxSupported = (Version.Major >= 3) || FeatureAvailable[IRR_GL_EXT_blend_minmax];
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TextureMultisampleSupported = isVersionAtLeast(3, 1);
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const bool TextureLODBiasSupported = queryExtension("GL_EXT_texture_lod_bias");
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// COGLESCoreExtensionHandler::Feature
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static_assert(MATERIAL_MAX_TEXTURES <= 8, "Only up to 8 textures are guaranteed");
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@@ -141,7 +141,7 @@ void COpenGLES2Driver::initFeatures()
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if (Version.Major >= 3 || queryExtension("GL_EXT_draw_range_elements"))
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MaxIndices = GetInteger(GL_MAX_ELEMENTS_INDICES);
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MaxTextureSize = GetInteger(GL_MAX_TEXTURE_SIZE);
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if (TextureLODBiasSupported)
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if (LODBiasSupported)
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GL.GetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &MaxTextureLODBias);
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GL.GetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine); // NOTE: this is not in the OpenGL ES 2.0 spec...
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GL.GetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);
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