fixed box texture filtering

This commit is contained in:
gmueller 2011-01-13 08:46:23 +01:00
parent 6c0b9f7f34
commit 890dc9b29f

View File

@ -169,7 +169,7 @@ void draw_box() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glfwLoadTexture2D("data/wall.tga", GLFW_BUILD_MIPMAPS_BIT);
} else {
glBindTexture(GL_TEXTURE_2D, wallTex);
@ -189,7 +189,7 @@ void draw_box() {
glPushMatrix();
glTranslated(2000.0, 0.0, 0.0);
//glScaled(5000.0f, 5000.0f, 5000.0f);
float s = 3000.0f, t = 5.0f;
float s = 3000.0f, t = 10.0f;
// Just in case we set all vertices to white.
glColor4f(1, 1, 1, 1);