fix texture filter

This commit is contained in:
water
2021-08-09 18:59:47 -04:00
parent b4846f0491
commit ee6639b4f7
2 changed files with 4 additions and 3 deletions
@@ -180,10 +180,11 @@ void DirectRenderer::update_gl_texture(SharedRenderState* render_state) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->gpu_texture);
// TODO these wrappings are probably wrong.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glUniform1i(
glGetUniformLocation(render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].id(), "T0"), 0);
}
+1 -1
View File
@@ -618,7 +618,7 @@ void InitMachine_PCPort() {
void vif_interrupt_callback() {
// added for the PC port for faking VIF interrupts from the graphics system.
if (machine_booted) {
if (machine_booted && MasterExit == 0) {
auto sym = intern_from_c("vif1-handler-debug");
if (sym->value) {
call_goal(Ptr<Function>(sym->value), 0, 0, 0, s7.offset, g_ee_main_mem);