(Spike is giving you advice on what "good" or "perfect" would look like. It may be frustrating to you because your knowledge is a bit uneven, so you aren't a newbie or an expert or anything between but a combination, with knowledge gaps in some areas and not in others.)
Anyway, texture filtering isn't a shader and should be available in your thingy, almost like flipping a switch I bet. It's basically a draw setting for a texture. You should have something like it available (i.e. this should be very easy).
It just tells the 3D renderer which algorithm to use a draw a texture.
The code below, for example, in FitzQuake it binds a certain texture and based on flags sets either "nearest" as the draw filter or "linear" as the draw filter.
Where "linear" is what you want for 3D drawing, but nearest is what you want for 2D drawing (otherwise it can look a bit muddy).
In FitzQuake looks like this:
Anyway, texture filtering isn't a shader and should be available in your thingy, almost like flipping a switch I bet. It's basically a draw setting for a texture. You should have something like it available (i.e. this should be very easy).
It just tells the 3D renderer which algorithm to use a draw a texture.
The code below, for example, in FitzQuake it binds a certain texture and based on flags sets either "nearest" as the draw filter or "linear" as the draw filter.
Where "linear" is what you want for 3D drawing, but nearest is what you want for 2D drawing (otherwise it can look a bit muddy).
In FitzQuake looks like this:
Code:
static void TexMgr_SetFilterModes (gltexture_t *glt) { GL_Bind (glt); // <----- this sets a certain texture like wall_03 or whatever // Then this stuff down here .... sets the texture filter. if (glt->flags & TEXPREF_NEAREST) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } else if (glt->flags & TEXPREF_LINEAR) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } ...}
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