/** Sets the {@link TextureFilter} for this texture for minification and magnification. Assumes the texture is bound and active! * @param minFilter the minification filter * @param magFilter the magnification filter */ public void unsafeSetFilter (TextureFilter minFilter, TextureFilter magFilter) { unsafeSetFilter(minFilter, magFilter, false); }
/** Sets the {@link TextureFilter} for this texture for minification and magnification. Assumes the texture is bound and active! * @param minFilter the minification filter * @param magFilter the magnification filter */ public void unsafeSetFilter (TextureFilter minFilter, TextureFilter magFilter) { unsafeSetFilter(minFilter, magFilter, false); }
private final int bindTexture (final TextureDescriptor textureDesc, final boolean rebind) { final int idx, result; final GLTexture texture = textureDesc.texture; reused = false; switch (method) { case ROUNDROBIN: result = offset + (idx = bindTextureRoundRobin(texture)); break; case WEIGHTED: result = offset + (idx = bindTextureWeighted(texture)); break; default: return -1; } if (reused) { reuseCount++; if (rebind) texture.bind(result); else Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + result); } else bindCount++; texture.unsafeSetWrap(textureDesc.uWrap, textureDesc.vWrap); texture.unsafeSetFilter(textureDesc.minFilter, textureDesc.magFilter); return result; }
private final int bindTexture (final TextureDescriptor textureDesc, final boolean rebind) { final int idx, result; final GLTexture texture = textureDesc.texture; reused = false; switch (method) { case ROUNDROBIN: result = offset + (idx = bindTextureRoundRobin(texture)); break; case WEIGHTED: result = offset + (idx = bindTextureWeighted(texture)); break; default: return -1; } if (reused) { reuseCount++; if (rebind) texture.bind(result); else Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + result); } else bindCount++; texture.unsafeSetWrap(textureDesc.uWrap, textureDesc.vWrap); texture.unsafeSetFilter(textureDesc.minFilter, textureDesc.magFilter); return result; }
/** Sets the {@link TextureFilter} for this texture for minification and magnification. Assumes the texture is bound and active! * @param minFilter the minification filter * @param magFilter the magnification filter */ public void unsafeSetFilter (TextureFilter minFilter, TextureFilter magFilter) { unsafeSetFilter(minFilter, magFilter, false); }
private final int bindTexture (final TextureDescriptor textureDesc, final boolean rebind) { final int idx, result; final GLTexture texture = textureDesc.texture; reused = false; switch (method) { case ROUNDROBIN: result = offset + (idx = bindTextureRoundRobin(texture)); break; case WEIGHTED: result = offset + (idx = bindTextureWeighted(texture)); break; default: return -1; } if (reused) { reuseCount++; if (rebind) texture.bind(result); else Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + result); } else bindCount++; texture.unsafeSetWrap(textureDesc.uWrap, textureDesc.vWrap); texture.unsafeSetFilter(textureDesc.minFilter, textureDesc.magFilter); return result; }