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Implement LODBias in GL3 driver

(currently unused)
This commit is contained in:
sfan5 2024-12-30 17:21:34 +01:00
parent 1ea8763259
commit 8c52d5f2dd
4 changed files with 43 additions and 27 deletions

View file

@ -120,10 +120,10 @@ void COpenGLES2Driver::initFeatures()
}
const bool MRTSupported = Version.Major >= 3 || queryExtension("GL_EXT_draw_buffers");
LODBiasSupported = queryExtension("GL_EXT_texture_lod_bias");
AnisotropicFilterSupported = queryExtension("GL_EXT_texture_filter_anisotropic");
BlendMinMaxSupported = (Version.Major >= 3) || FeatureAvailable[IRR_GL_EXT_blend_minmax];
TextureMultisampleSupported = isVersionAtLeast(3, 1);
const bool TextureLODBiasSupported = queryExtension("GL_EXT_texture_lod_bias");
// COGLESCoreExtensionHandler::Feature
static_assert(MATERIAL_MAX_TEXTURES <= 8, "Only up to 8 textures are guaranteed");
@ -141,7 +141,7 @@ void COpenGLES2Driver::initFeatures()
if (Version.Major >= 3 || queryExtension("GL_EXT_draw_range_elements"))
MaxIndices = GetInteger(GL_MAX_ELEMENTS_INDICES);
MaxTextureSize = GetInteger(GL_MAX_TEXTURE_SIZE);
if (TextureLODBiasSupported)
if (LODBiasSupported)
GL.GetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &MaxTextureLODBias);
GL.GetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine); // NOTE: this is not in the OpenGL ES 2.0 spec...
GL.GetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);