diff --git a/Program.cs b/Program.cs index 4309615..b1c7226 100644 --- a/Program.cs +++ b/Program.cs @@ -187,13 +187,15 @@ public class Texture : IDisposable { GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, Handle); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, Size.X, Size.Y, 0, PixelFormat.Rgba, PixelType.UnsignedByte, pixelBytes); - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear); // FIXME: is this right? + //GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.LinearMipmapLinear); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int) TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int) TextureMagFilter.Nearest); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) TextureWrapMode.ClampToBorder); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) TextureWrapMode.ClampToBorder); float[] borderColor = { 0.0f, 0.0f, 0.0f, 1.0f }; GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, borderColor); - GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); + // FIXME: should we use mipmaps? + //GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); } private bool disposedValue = false;