* Anisotropic texture filtering (from Echon)

This commit is contained in:
Tim Angus 2006-04-22 22:14:15 +00:00
parent 40d5eee8ef
commit 68b9eb3fba
8 changed files with 126 additions and 25 deletions

View file

@ -699,11 +699,18 @@ done:
if (mipmap)
{
if ( glConfig.textureFilterAnisotropic )
qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
(GLint)Com_Clamp( 1, glConfig.maxAnisotropy, r_ext_max_anisotropy->integer ) );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
if ( glConfig.textureFilterAnisotropic )
qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}

View file

@ -81,6 +81,8 @@ cvar_t *r_ext_gamma_control;
cvar_t *r_ext_multitexture;
cvar_t *r_ext_compiled_vertex_array;
cvar_t *r_ext_texture_env_add;
cvar_t *r_ext_texture_filter_anisotropic;
cvar_t *r_ext_max_anisotropy;
cvar_t *r_ignoreGLErrors;
cvar_t *r_logFile;
@ -910,6 +912,10 @@ void R_Register( void )
r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH);
#endif
r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic",
"0", CVAR_ARCHIVE | CVAR_LATCH );
r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "2", CVAR_ARCHIVE | CVAR_LATCH );
r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH );

View file

@ -1041,6 +1041,9 @@ extern cvar_t *r_ext_multitexture;
extern cvar_t *r_ext_compiled_vertex_array;
extern cvar_t *r_ext_texture_env_add;
extern cvar_t *r_ext_texture_filter_anisotropic;
extern cvar_t *r_ext_max_anisotropy;
extern cvar_t *r_nobind; // turns off binding to appropriate textures
extern cvar_t *r_singleShader; // make most world faces use default shader
extern cvar_t *r_roundImagesDown;

View file

@ -200,6 +200,9 @@ typedef struct {
qboolean isFullscreen;
qboolean stereoEnabled;
qboolean smpActive; // dual processor
qboolean textureFilterAnisotropic;
int maxAnisotropy;
} glconfig_t;
// FIXME: VM should be OS agnostic .. in theory