diff options
Diffstat (limited to 'progs/demos/stex3d.c')
-rw-r--r-- | progs/demos/stex3d.c | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/progs/demos/stex3d.c b/progs/demos/stex3d.c index c0bbea0960..de18480c25 100644 --- a/progs/demos/stex3d.c +++ b/progs/demos/stex3d.c @@ -36,6 +36,7 @@ static int tex_width=64, tex_height=64, tex_depth=64; static float angx=0, angy=0, angz=0; static int texgen = 2, animate = 1, smooth = 1, wireframe = 0; static int CurTexture = NOISE_TEXTURE, CurObject = TORUS; +static GLenum Filter = GL_LINEAR; static void @@ -298,8 +299,6 @@ create3Dtexture(void) printf("setting up 3d texture...\n"); glBindTexture(GL_TEXTURE_3D, NOISE_TEXTURE); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); @@ -406,6 +405,9 @@ drawScene(void) glDisable(GL_TEXTURE_GEN_R); } + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, Filter); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, Filter); + glCallList(CurObject); glPopMatrix(); @@ -505,6 +507,12 @@ KeyHandler(unsigned char key, int x, int y) else CurObject = TORUS; break; + case 'f': + if (Filter == GL_LINEAR) + Filter = GL_NEAREST; + else + Filter = GL_LINEAR; + break; case 'i': if (CurTexture == NOISE_TEXTURE) CurTexture = GRADIENT_TEXTURE; @@ -513,6 +521,7 @@ KeyHandler(unsigned char key, int x, int y) glBindTexture(GL_TEXTURE_3D, CurTexture); break; case 'a': + case ' ': animate = !animate; if (animate) glutIdleFunc(Idle); @@ -559,8 +568,6 @@ create3Dgradient(void) glBindTexture(GL_TEXTURE_3D, GRADIENT_TEXTURE); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); |