Add rudimentary 'saveWorld' command in shared memory API and pybullet, see examples/pybullet/saveWorld.py

Use trilinear filtering instead of bilinear
This commit is contained in:
erwincoumans
2016-10-12 23:03:36 -07:00
parent 7cb8756c28
commit 33d9603e16
12 changed files with 277 additions and 9 deletions

View File

@@ -107,7 +107,7 @@ static GLuint BindFont(const CTexFont *_Font)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
return TexID;
@@ -830,7 +830,7 @@ void SimpleOpenGL3App::dumpNextFrameToPng(const char* filename)
, 0,GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);