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@ -187,13 +187,15 @@ public class Texture : IDisposable { |
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GL.ActiveTexture(TextureUnit.Texture0); |
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GL.BindTexture(TextureTarget.Texture2D, Handle); |
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, Size.X, Size.Y, 0, PixelFormat.Rgba, PixelType.UnsignedByte, pixelBytes); |
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear); // FIXME: is this right?
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//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.Linear); |
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) TextureMagFilter.Nearest); |
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) TextureWrapMode.ClampToBorder); |
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) TextureWrapMode.ClampToBorder); |
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float[] borderColor = { 0.0f, 0.0f, 0.0f, 1.0f }; |
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, borderColor); |
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GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); |
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// FIXME: should we use mipmaps?
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//GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
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} |
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private bool disposedValue = false; |
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