From 04c2bba23f13d1207ca3c7683506dd79aa175344 Mon Sep 17 00:00:00 2001 From: baldurk Date: Mon, 1 Dec 2014 17:50:00 +0000 Subject: [PATCH] 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. --- renderdoc/driver/gl/gl_debug.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/renderdoc/driver/gl/gl_debug.cpp b/renderdoc/driver/gl/gl_debug.cpp index 12bb876f8..72df80d8e 100644 --- a/renderdoc/driver/gl/gl_debug.cpp +++ b/renderdoc/driver/gl/gl_debug.cpp @@ -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);