Added mipmapping.
1.1 --- a/machine.html Sat Apr 30 04:05:47 2011 +0200
1.2 +++ b/machine.html Sat Apr 30 04:16:57 2011 +0200
1.3 @@ -46,15 +46,16 @@
1.4 lightWeighting = uAmbientColour + uPointLightingSpecularColour * specularLightWeighting
1.5 + uPointLightingDiffuseColour * diffuseLightWeighting;
1.6 }
1.7 + vec4 colour;
1.8 if (uUseTexture)
1.9 {
1.10 - vec4 colour = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
1.11 - gl_FragColor = vec4(colour.rgb * lightWeighting, colour.a);
1.12 + colour = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
1.13 }
1.14 else
1.15 {
1.16 - gl_FragColor = vec4(vColour.rgb * lightWeighting, vColour.a);
1.17 + colour = vColour;
1.18 }
1.19 + gl_FragColor = vec4(colour.rgb * lightWeighting, colour.a);
1.20 }
1.21 </script>
1.22
2.1 --- a/scripts/machine.js Sat Apr 30 04:05:47 2011 +0200
2.2 +++ b/scripts/machine.js Sat Apr 30 04:16:57 2011 +0200
2.3 @@ -58,8 +58,9 @@
2.4 gl.bindTexture(gl.TEXTURE_2D, texture.hnd);
2.5 gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
2.6 gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
2.7 - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
2.8 - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
2.9 + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
2.10 + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
2.11 + gl.generateMipmap(gl.TEXTURE_2D);
2.12 gl.bindTexture(gl.TEXTURE_2D, null);
2.13 }
2.14