public void LoadTexture(LoadBitmapData loadBitmapData) { GL.BindTexture(TextureTarget.Texture2D, textureId); // setup texture parameters GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.NearestMipmapLinear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); loadBitmapData(textureId); GL.GenerateMipmap(TextureTarget.Texture2D); }
public void LoadTexture (LoadBitmapData loadBitmapData) { GL.BindTexture (TextureTarget.Texture2D, textureId); // setup texture parameters GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.NearestMipmapLinear); GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); GL.TexParameter (TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); loadBitmapData (textureId); GL.GenerateMipmap (TextureTarget.Texture2D); }