// which are themselves filtered linearly
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ float aniso = 0;
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void Material::bind() const {
- if (ambientOcclusion != nullptr) {
+ if (albedo != nullptr) {
glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, albedo->texId);