forked from teamnwah/openmw-tes3coop
Use separate textures for the MyGUI RenderManager
This means we can more reliably set the filter parameters. I believe this commit creates a regression where non-DDS GUI textures would display upside down, which will be addressed by further refactoring in the next commits.
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1 changed files with 3 additions and 1 deletions
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@ -86,7 +86,9 @@ namespace osgMyGUI
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if (!mTextureManager)
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throw std::runtime_error("No texturemanager set");
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mTexture = mTextureManager->getTexture2D(fname, osg::Texture2D::CLAMP_TO_EDGE, osg::Texture2D::CLAMP_TO_EDGE);
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mTexture = new osg::Texture2D(mTextureManager->getImage(fname));
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mTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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// disable mip-maps
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mTexture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
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