Use anisotropic filtering, if possible.

This commit is contained in:
Quantum 2018-08-24 17:08:55 -04:00
parent 1524a6f27e
commit 338b7fb66c

View file

@ -111,12 +111,16 @@ def image_info(data):
return content_type, width, height return content_type, width, height
def max_texture_size(): def glGetInteger(index):
buf = c_int() buf = c_int()
glGetIntegerv(GL_MAX_TEXTURE_SIZE, byref(buf)) glGetIntegerv(index, byref(buf))
return buf.value return buf.value
def max_texture_size():
return glGetInteger(GL_MAX_TEXTURE_SIZE)
def check_size(width, height): def check_size(width, height):
max_texture = max_texture_size() max_texture = max_texture_size()
@ -206,6 +210,9 @@ def load_texture(file, clamp=False):
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
if gl_info.have_extension('GL_EXT_texture_filter_anisotropic'):
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, glGetInteger(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT))
cache[path] = id cache[path] = id
return id return id