glBindTexture(GL_TEXTURE_2D, glBitmap);
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0 );
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
result = true;
- for(level = 0; result && (w > 1 || h > 1); level++, w >>= 1, h >>= 1)
+ for(level = 0; result && (w >= 1 || h >= 1); level++, w >>= 1, h >>= 1)
{
Bitmap mipMap;
+ if(!w) w = 1;
+ if(!h) h = 1;
if(bitmap.width != w || bitmap.height != h)
{
mipMap = Bitmap { };