From f149153850fda1d0c9494c2f21bf47d78b1bbbad Mon Sep 17 00:00:00 2001 From: Gabbell Date: Tue, 31 Oct 2017 18:19:02 -0400 Subject: [PATCH 1/2] Use mipmapping for texture arrays --- COMP371/TextureCache.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/COMP371/TextureCache.cpp b/COMP371/TextureCache.cpp index dc08fd3..8811ef7 100644 --- a/COMP371/TextureCache.cpp +++ b/COMP371/TextureCache.cpp @@ -70,11 +70,13 @@ Texture* TextureCache::loadTexture2DArray(const std::string& name, uint32 numTil glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D_ARRAY, texture); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, tileWidth, tileHeight, numTiles/*depth*/, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); - glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glGenerateMipmap(GL_TEXTURE_2D_ARRAY); + glBindTexture(GL_TEXTURE_2D_ARRAY, 0); stbi_image_free(data); From 380c99851d5959d1c1ce60e7b970f442594b0f96 Mon Sep 17 00:00:00 2001 From: Gabbell Date: Tue, 31 Oct 2017 19:12:10 -0400 Subject: [PATCH 2/2] ChunkManager fix. First pass was garbage values. --- COMP371/Main.cpp | 2 -- 1 file changed, 2 deletions(-) diff --git a/COMP371/Main.cpp b/COMP371/Main.cpp index 16c731e..baa1c76 100644 --- a/COMP371/Main.cpp +++ b/COMP371/Main.cpp @@ -65,8 +65,6 @@ int main() { system("pause"); return 1; } - - ChunkManager::instance()->loadChunks(playerPosition); gCameraController = new FreeCameraController(&RenderingContext::get()->camera);