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Commit 129dc4d

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author
Wayfarer
committed
fix
2 parents 937e559 + 31f8997 commit 129dc4d

2 files changed

Lines changed: 1 addition & 69 deletions

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RenderEngine/GLResourceManager.cs

Lines changed: 1 addition & 60 deletions
Original file line numberDiff line numberDiff line change
@@ -256,66 +256,7 @@ public int GetTexture(RawTextureBuffer rawBuffer, bool linearFilter = false)
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}
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/// <summary>
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/// Gets the fallback texture.
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/// </summary>
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/// <returns>Id of Texture, fallback, checkerboard</returns>
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public int GetFallbackTexture()
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{
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if (_fallbackTextureId >= 0) return _fallbackTextureId;
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// 1. Expand the 2x2 grid to 64x64 to create a deep, smooth Mipmap chain
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var size = 64;
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var halfSize = size / 2;
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var pixels = new byte[size * size * 4];
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for (var y = 0; y < size; y++)
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{
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for (var x = 0; x < size; x++)
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{
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// Recreates your exact Black/White/White/Black 4-square pattern
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var isWhite = (x >= halfSize) ^ (y >= halfSize);
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var color = isWhite ? (byte)255 : (byte)0;
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var idx = (y * size + x) * 4;
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pixels[idx] = color; // R
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pixels[idx + 1] = color; // G
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pixels[idx + 2] = color; // B
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pixels[idx + 3] = 255; // A
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}
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}
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_fallbackTextureId = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, _fallbackTextureId);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, size, size, 0,
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PixelFormat.Rgba, PixelType.UnsignedByte, pixels);
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// 2. Wrap mode (Assuming your custom meshes require clamping instead of repeating)
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
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(int)TextureWrapMode.ClampToEdge);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
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(int)TextureWrapMode.ClampToEdge);
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// 3. The filtering hybrid (Smooth distance, Sharp close-up)
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
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(int)TextureMinFilter.LinearMipmapLinear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
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(int)TextureMagFilter.Nearest);
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// 4. Mipmap generation (Now generates a 6-level deep chain instead of just 1)
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GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
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// 5. Anisotropic Filtering (Disabled temporarily for the fallback)
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// High-contrast procedurals like checkerboards often fight with Anisotropic sampling.
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// Since we created proper mipmaps, we can turn this off for the fallback texture.
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GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)0x84FE, 1.0f);
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GL.BindTexture(TextureTarget.Texture2D, 0);
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return _fallbackTextureId;
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}
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/// <summary>
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/// Creates a lookup collection of compiled GPU texture resources directly from raw math arrays.
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/// Creates the master textures.
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/// </summary>
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/// <param name="textures">The procedural textures data map.</param>
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/// <returns>Dictionary of Input id and Id of texture</returns>

RenderEngine/Simple2DRenderer.cs

Lines changed: 0 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -614,15 +614,6 @@ public void DrawText(string text, float x, float y, (int r, int g, int b, int a)
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GL.UseProgram(0);
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}
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/// <summary>
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/// Draws the textured ellipse.
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/// </summary>
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/// <param name="cx">The cx.</param>
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/// <param name="cy">The cy.</param>
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/// <param name="radiusX">The radius x.</param>
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/// <param name="radiusY">The radius y.</param>
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/// <param name="segments">The segments.</param>
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/// <param name="textureId">The texture identifier.</param>
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public void DrawTexturedEllipse(
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float cx, float cy,
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float radiusX, float radiusY,

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