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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00

Force load texture level 0 when mip-mapping is not used.

This solves problem with court texture in Mario Tennis:
the game set mipmap level, texture loaded with mip-maps but color combiner does not use LOD factor.
Fetch with texture2D loads texel from best suiting level, but we need only level 0.
This commit is contained in:
Sergey Lipskiy 2015-03-14 21:00:30 +06:00
parent 35ea6f28fb
commit a84006ce5f

View File

@ -533,12 +533,12 @@ static const char* fragment_shader_readtex =
"uniform lowp int uTextureFilterMode; \n"
"lowp vec4 filterNearest(in sampler2D tex, in mediump vec2 texCoord)\n"
"{ \n"
" return texture(tex, texCoord); \n"
" return texture2DLod(tex, texCoord, 0.0); \n"
"} \n"
// 3 point texture filtering.
// Original author: ArthurCarvalho
// GLSL implementation: twinaphex, mupen64plus-libretro project.
"#define TEX_OFFSET(off) texture2D(tex, texCoord - (off)/texSize) \n"
"#define TEX_OFFSET(off) texture2DLod(tex, texCoord - (off)/texSize, 0.0) \n"
"lowp vec4 filter3point(in sampler2D tex, in mediump vec2 texCoord) \n"
"{ \n"
" mediump vec2 texSize = vec2(textureSize(tex,0)); \n"