galaxy 1.0.0
Real-Time C++23 Game Programming Framework. Built on data-driven design principles and agile software engineering.
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texture_settings.hpp File Reference

Go to the source code of this file.

Functions

 if (Settings::mipmap())
 if (ansio==3)
sampler setf (GL_TEXTURE_MAX_ANISOTROPY, static_cast< float >(ansio))
sampler set (GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
sampler set (GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
sampler set (GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)
sampler set (GL_TEXTURE_LOD_BIAS, GL_NONE)

Variables

auto & sampler = entt::locator<Sampler>::emplace()
 else

Function Documentation

◆ if() [1/2]

if ( Settings::mipmap() )

Definition at line 4 of file texture_settings.hpp.

◆ if() [2/2]

else if ( ansio = = 3)

Definition at line 37 of file texture_settings.hpp.

◆ setf()

sampler setf ( GL_TEXTURE_MAX_ANISOTROPY ,
static_cast< float > ansio )

◆ set() [1/4]

sampler set ( GL_TEXTURE_WRAP_S ,
GL_CLAMP_TO_EDGE  )
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◆ set() [2/4]

sampler set ( GL_TEXTURE_WRAP_T ,
GL_CLAMP_TO_EDGE  )

◆ set() [3/4]

sampler set ( GL_TEXTURE_WRAP_R ,
GL_CLAMP_TO_EDGE  )

◆ set() [4/4]

sampler set ( GL_TEXTURE_LOD_BIAS ,
GL_NONE  )

Variable Documentation

◆ sampler

auto& sampler = entt::locator<Sampler>::emplace()

Definition at line 1 of file texture_settings.hpp.

◆ else

else
Initial value:
{
if (Settings::texture_filter() == GLTextureFilter::NEAREST)
{
sampler.set(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
sampler.set(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else
{
sampler.set(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
sampler.set(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
auto ansio = std::clamp(Settings::ansiotrophy(), 1, 16)
auto & sampler

Definition at line 22 of file texture_settings.hpp.