STKMesh: Force GL_REPEAT to wrapped texture component.

It fixes bad uv in valley.
This commit is contained in:
Joerg Henrichs 2014-01-15 11:48:40 +11:00
parent e6bfc695cb
commit 0adddd4401

View File

@ -253,6 +253,8 @@ void draw(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
glBindTexture(GL_TEXTURE_2D, mesh.textures);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glUniform1f(ObjectRefShader::uniform_texture, 0);
}
if (type == irr_driver->getShader(ES_OBJECTPASS))
@ -263,12 +265,15 @@ void draw(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
glBindTexture(GL_TEXTURE_2D, mesh.textures);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glUniform1f(ObjectShader::uniform_texture, 0);
}
glBindVertexArray(mesh.vao);
glDrawElements(ptype, count, itype, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
video::SMaterial material;
material.MaterialType = irr_driver->getShader(ES_RAIN);