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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
move border to gfxglstateblock
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parent
63b2aba467
commit
e0119efbb5
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@ -55,7 +55,16 @@ GFXGLStateBlock::GFXGLStateBlock(const GFXStateBlockDesc& desc) :
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
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if (ssd.addressModeU == GFXAddressBorder ||
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ssd.addressModeV == GFXAddressBorder ||
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ssd.addressModeW == GFXAddressBorder)
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{
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LinearColorF bc = LinearColorF(ssd.borderColor);
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GLfloat color[4] = { bc.red, bc.green, bc.blue, bc.alpha };
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glSamplerParameterfv(id, GL_TEXTURE_BORDER_COLOR, color);
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}
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//compare modes
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const bool comparison = ssd.samplerFunc != GFXCmpNever;
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glSamplerParameteri(id, GL_TEXTURE_COMPARE_MODE, comparison ? GL_COMPARE_R_TO_TEXTURE_ARB : GL_NONE );
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@ -219,10 +219,7 @@ void GFXGLTextureObject::initSamplerState(const GFXSamplerStateDesc &ssd)
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
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if(static_cast< GFXGLDevice* >( GFX )->supportsAnisotropic() )
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glTexParameterf(mBinding, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);
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LinearColorF bc = LinearColorF(ssd.borderColor);
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GLfloat color[4]={bc.red, bc.green, bc.blue, bc.alpha};
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glTexParameterfv(mBinding, GL_TEXTURE_BORDER_COLOR, color);
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mNeedInitSamplerState = false;
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mSampler = ssd;
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}
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