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Special-case creating zigzag texture.
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383f1ea8f1
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@ -39,14 +39,14 @@ void InitTexture()
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#endif
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#endif
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}
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}
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void* MakeTexture()
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void* MakeTexture( bool zigzag )
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{
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{
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GLuint tex;
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GLuint tex;
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glGenTextures( 1, &tex );
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glGenTextures( 1, &tex );
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glBindTexture( GL_TEXTURE_2D, tex );
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glBindTexture( GL_TEXTURE_2D, tex );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, zigzag ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, zigzag ? GL_REPEAT : GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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return (void*)(intptr_t)tex;
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return (void*)(intptr_t)tex;
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}
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}
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@ -7,7 +7,7 @@ namespace tracy
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{
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{
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void InitTexture();
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void InitTexture();
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void* MakeTexture();
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void* MakeTexture( bool zigzag = false );
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void FreeTexture( void* tex, void(*runOnMainThread)(const std::function<void()>&, bool) );
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void FreeTexture( void* tex, void(*runOnMainThread)(const std::function<void()>&, bool) );
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void UpdateTexture( void* tex, const char* data, int w, int h );
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void UpdateTexture( void* tex, const char* data, int w, int h );
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void UpdateTextureRGBA( void* tex, void* data, int w, int h );
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void UpdateTextureRGBA( void* tex, void* data, int w, int h );
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