Disable filtering for charmap

This commit is contained in:
jgk
2021-07-18 22:22:14 +02:00
parent 595cb6e9a8
commit e657d8e852
3 changed files with 5 additions and 6 deletions
+3 -4
View File
@@ -42,7 +42,6 @@ preloadRender = do
setupVertexAttribPointer 0 4 8 0
wpColVAOname <- genObjectName
bindVertexArrayObject $= Just wpColVAOname
bindBuffer ArrayBuffer $= Just wpVBOname
setupVertexAttribPointer 0 4 8 0
setupVertexAttribPointer 1 4 8 4
let wpVAO = VAO {_vao = wpVAOname, _vaoVBO = wpVBO}
@@ -92,8 +91,8 @@ preloadRender = do
>>= addTextureArray "data/texture/ayene_wooden_floor.png"
-- bind fixed vertex data
bindShaderBuffers [fsShad,fullscreenAlphaHalveShad] [4,4]
framebuf2 <- setupTextureFramebuffer 600 600
framebuf3 <- setupTextureFramebuffer 600 600
framebuf2 <- setupTextureFramebuffer 800 600
framebuf3 <- setupTextureFramebuffer 800 600
rboLightingName <- genObjectName
bindRenderbuffer Renderbuffer $= rboLightingName
@@ -131,7 +130,7 @@ preloadRender = do
, _fullscreenAlphaHalveShader = fullscreenAlphaHalveShad
, _bloomBlurShader = bloomBlurShad
, _colorBlurShader = colorBlurShad
, _barrelShader = barrelShad
, _barrelShader = barrelShad
, _grayscaleShader = grayscaleShad
, _fbo2 = framebuf2
, _fbo3 = framebuf3
+1 -1
View File
@@ -17,7 +17,7 @@ sizeFBOs
-> Int -- ^ Lightmap height
-> Int -- ^ Full width
-> Int -- ^ Full height
-> PreloadData a
-> PreloadData a
-> IO (PreloadData a)
sizeFBOs xsize ysize xfull yfull pdata = do
let rdata = _renderData pdata
+1 -1
View File
@@ -40,13 +40,13 @@ addTextureNoFilter texturePath shad = do
let tex = convertRGBA8 cmap
textureOb <- genObjectName
textureBinding Texture2D $= Just textureOb
textureFilter Texture2D $= ((Nearest,Nothing) , Nearest)
let texData = V.toList $ imageData tex
wtex = fromIntegral $ imageWidth tex
htex = fromIntegral $ imageHeight tex
glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
withArray texData $ \ptr -> do
glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
textureFilter Texture2DArray $= ((Nearest,Nothing) , Nearest)
return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
addTextureArray :: String -> FullShader -> IO FullShader