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https://github.com/griffi-gh/kubi.git
synced 2024-11-10 01:28:41 -06:00
add mipmaps and spcify wrap function on sampler
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parent
5f06c85279
commit
8f1821a8f5
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@ -1,5 +1,5 @@
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use shipyard::{World, NonSendSync, UniqueView, Unique};
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use glium::{texture::SrgbTexture2dArray, Program};
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use glium::{texture::{SrgbTexture2dArray, MipmapsOption}, Program};
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use strum::EnumIter;
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use crate::rendering::Renderer;
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@ -61,7 +61,8 @@ pub fn load_prefabs(world: &World) {
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world.add_unique_non_send_sync(BlockTexturesPrefab(
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load_texture2darray_prefab::<BlockTextures, _>(
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"./assets/blocks/".into(),
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&renderer.display
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&renderer.display,
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MipmapsOption::AutoGeneratedMipmaps
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)
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));
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world.add_unique_non_send_sync(ChunkShaderPrefab(
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@ -1,7 +1,7 @@
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use strum::IntoEnumIterator;
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use rayon::prelude::*;
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use std::{fs::File, path::PathBuf, io::BufReader};
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use glium::{texture::{SrgbTexture2dArray, RawImage2d}, backend::Facade};
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use glium::{texture::{SrgbTexture2dArray, RawImage2d, MipmapsOption}, backend::Facade};
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use super::AssetPaths;
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pub fn load_texture2darray_prefab<
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@ -9,7 +9,8 @@ pub fn load_texture2darray_prefab<
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E: Facade
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>(
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directory: PathBuf,
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facade: &E
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facade: &E,
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mipmaps: MipmapsOption,
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) -> SrgbTexture2dArray {
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log::info!("↓↓↓ loading textures {} ↓↓↓", directory.as_os_str().to_str().unwrap());
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//Load raw images
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@ -38,6 +39,6 @@ pub fn load_texture2darray_prefab<
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}).collect();
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log::info!("done loading texture files, uploading to the gpu");
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//Upload images to the GPU
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SrgbTexture2dArray::new(facade, raw_images)
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SrgbTexture2dArray::with_mipmaps(facade, raw_images, mipmaps)
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.expect("Failed to upload texture array to GPU")
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}
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@ -6,7 +6,8 @@ use glium::{
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Sampler,
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SamplerBehavior,
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MinifySamplerFilter,
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MagnifySamplerFilter
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MagnifySamplerFilter,
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SamplerWrapFunction
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},
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draw_parameters::{
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Depth,
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@ -89,6 +90,7 @@ pub fn draw_world(
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minify_filter: MinifySamplerFilter::Linear,
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magnify_filter: MagnifySamplerFilter::Nearest,
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max_anisotropy: 8,
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wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
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..Default::default()
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});
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let view = camera.view_matrix.to_cols_array_2d();
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