Commit b573c610 authored by Kalle Bladin's avatar Kalle Bladin
Browse files

Use anisotropic filtering for tiles.

parent fa4bb154
Showing with 5 additions and 7 deletions
+5 -7
......@@ -73,8 +73,6 @@ Fragment getFragment() {
frag.color = vec4(0.1,0.1,0.1,1);
//LevelWeights levelWeights = getLevelWeights(levelInterpolationParameter);
#if USE_COLORTEXTURE
frag.color = calculateColor(
......
......@@ -68,7 +68,7 @@ in vec3 ellipsoidNormalCameraSpace;
Fragment getFragment() {
Fragment frag;
frag.color = vec4(1,1,1,1);
frag.color = vec4(0.1,0.1,0.1,1);
#if USE_COLORTEXTURE
......
......@@ -155,13 +155,13 @@ namespace openspace {
dataLayout.glType,
Texture::FilterMode::Linear,
Texture::WrappingMode::ClampToEdge);
// The texture should take ownership of the data
std::shared_ptr<Texture> texture = std::shared_ptr<Texture>(texturePtr);
//texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
texture->uploadTexture();
texture->uploadTexture();
// AnisotropicMipMap must be set after texture is uploaded. Why?!
texture->setFilter(ghoul::opengl::Texture::FilterMode::AnisotropicMipMap);
Tile tile = {
texture,
......
Supports Markdown
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment