New textures
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@ -122,34 +122,36 @@ void Texture::updateTextureProperties() {
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) {
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switch(filter) {
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case TEXTURE_FILTER_MODE_NEAREST: {
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switch(mapFilterMode) {
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case TEXTURE_FILTER_MODE_NEAREST:
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glTexParameteri(GL_TEXTURE_2D, minMag, GL_NEAREST_MIPMAP_NEAREST);
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break;
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glTexParameteri(GL_TEXTURE_2D, minMag, GL_NEAREST);
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// switch(mapFilterMode) {
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// case TEXTURE_FILTER_MODE_NEAREST:
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// glTexParameteri(GL_TEXTURE_2D, minMag, GL_NEAREST_MIPMAP_NEAREST);
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// break;
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case TEXTURE_FILTER_MODE_LINEAR:
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glTexParameteri(GL_TEXTURE_2D, minMag, GL_LINEAR_MIPMAP_NEAREST);
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break;
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// case TEXTURE_FILTER_MODE_LINEAR:
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// glTexParameteri(GL_TEXTURE_2D, minMag, GL_LINEAR_MIPMAP_NEAREST);
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// break;
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default:
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assertUnreachable();
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}
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// default:
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// assertUnreachable();
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// }
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break;
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}
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case TEXTURE_FILTER_MODE_LINEAR: {
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switch(mapFilterMode) {
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case TEXTURE_FILTER_MODE_NEAREST:
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glTexParameteri(GL_TEXTURE_2D, minMag, GL_NEAREST_MIPMAP_LINEAR);
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break;
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glTexParameteri(GL_TEXTURE_2D, minMag, GL_LINEAR);
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// switch(mapFilterMode) {
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// case TEXTURE_FILTER_MODE_NEAREST:
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// glTexParameteri(GL_TEXTURE_2D, minMag, GL_NEAREST_MIPMAP_LINEAR);
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// break;
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case TEXTURE_FILTER_MODE_LINEAR:
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glTexParameteri(GL_TEXTURE_2D, minMag, GL_LINEAR_MIPMAP_LINEAR);
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break;
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// case TEXTURE_FILTER_MODE_LINEAR:
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// glTexParameteri(GL_TEXTURE_2D, minMag, GL_LINEAR_MIPMAP_LINEAR);
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// break;
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default:
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assertUnreachable();
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}
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// default:
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// assertUnreachable();
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// }
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break;
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}
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@ -38,7 +38,6 @@ std::vector<struct ShaderPassItem> SimpleTexturedMaterial::getRenderPasses(IRend
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onlyPass.renderFlags = (
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RENDER_MANAGER_RENDER_FLAG_BLEND
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// RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST
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);
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if(this->texture != nullptr) {
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