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Application of anisotropy to textures moved into GLTexture methods
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@@ -40,7 +40,7 @@ namespace GUI {
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#if ENABLE_COMPRESSED_TEXTURES
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bool load_from_file(const std::string& filename, bool use_mipmaps, bool compress);
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bool load_from_svg_file(const std::string& filename, bool use_mipmaps, bool compress, unsigned int max_size_px);
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bool load_from_svg_file(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
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#else
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bool load_from_file(const std::string& filename, bool use_mipmaps);
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bool load_from_svg_file(const std::string& filename, bool use_mipmaps, unsigned int max_size_px);
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@@ -79,7 +79,7 @@ namespace GUI {
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private:
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#if ENABLE_COMPRESSED_TEXTURES
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bool load_from_png(const std::string& filename, bool use_mipmaps, bool compress);
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bool load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, unsigned int max_size_px);
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bool load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px);
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#else
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bool load_from_png(const std::string& filename, bool use_mipmaps);
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bool load_from_svg(const std::string& filename, bool use_mipmaps, unsigned int max_size_px);
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