#endif
}
-void BC_Texture::bind(int texture_unit)
+void BC_Texture::bind(int texture_unit, int nearest)
{
#ifdef HAVE_GL
// Bind the texture
if(texture_unit >= 0) glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, texture_id);
glEnable(GL_TEXTURE_2D);
- if(texture_unit >= 0)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ if(texture_unit >= 0) {
+ int filter = nearest ? GL_NEAREST : GL_LINEAR;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
// GL_REPEAT in this case causes the upper left corners of the masks
// to blur.
uint8_t *img = new uint8_t[w*h*3];
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
write_ppm(img, w, h, "%s", fn);
- delete img;
+ delete [] img;
glActiveTexture(prev_id);
#endif
}