Don't use mipmapping for point sampler

* This fixes issues where textures wouldn't render because they weren't
  mipmap complete, and although I was point sampling a single mip the point
  sampler was referencing the mipchain.
This commit is contained in:
baldurk
2014-12-01 17:50:00 +00:00
parent 50d6b62adf
commit 04c2bba23f
+1 -1
View File
@@ -189,7 +189,7 @@ void GLReplay::InitDebugData()
gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glGenSamplers(1, &DebugData.pointSampler);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST_MIPMAP_NEAREST);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);