///////////////////////////////////////////////////////
| 917 | |
| 918 | //////////////////////////////////////////////////////////// |
| 919 | void Texture::invalidateMipmap() |
| 920 | { |
| 921 | if (!m_hasMipmap) |
| 922 | return; |
| 923 | |
| 924 | const TransientContextLock lock; |
| 925 | |
| 926 | // Make sure that the current texture binding will be preserved |
| 927 | const priv::TextureSaver save; |
| 928 | |
| 929 | glCheck(glBindTexture(GL_TEXTURE_2D, m_texture)); |
| 930 | glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST)); |
| 931 | |
| 932 | m_hasMipmap = false; |
| 933 | } |
| 934 | |
| 935 | |
| 936 | //////////////////////////////////////////////////////////// |