Don't apply TEXTURE_MIN/MAX_LOD state to texture rectangles

This commit is contained in:
baldurk
2015-09-26 23:39:38 +02:00
parent 7a8e6020b5
commit 73c1049ecf
+5 -2
View File
@@ -1684,10 +1684,13 @@ void GLResourceManager::Apply_InitialState(GLResource live, InitialContentData i
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_R, (GLint *)&state->wrap[0]);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_S, (GLint *)&state->wrap[1]);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_T, (GLint *)&state->wrap[2]);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MIN_LOD, &state->minLod);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MAX_LOD, &state->maxLod);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_BORDER_COLOR, state->border);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_LOD_BIAS, &state->lodBias);
if(details.curType != eGL_TEXTURE_RECTANGLE)
{
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MIN_LOD, &state->minLod);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MAX_LOD, &state->maxLod);
}
}
}
else